Substitute additional languages for Insight / History if already possessed. * 3rd - Bonus Proficiencies: Insight, History, 1 language. * 14th - Allure of the Gypsies: Can cast *any* enchantment / charm spell known as a ritual if assisted by two gypsy-bards or if the target is willing / unaware. dice, crystal ball, Deck of Many Things) as spellcasting focus or performance prop. Can safely use any item (mundane or magic) associated with gaming or prophesy (i.e. * 6th - Fortune Telling: Add following spells to spells known list (waiting for appropriate levels as needed): Augury / Commune. * 3rd - Animal Rapport: Apply the Expertise bard feature to Animal Handling (as long as proficient) as well as normal selections. The V component of all spells can be expressed in Gypsy dialect. * 3rd - Bonus Proficiencies: Language (Gypsy dialect). * 14th - Essence of Purity: Reroll saves that would result in 0 HP, Fight for d4 rounds while at 0 HP (even if dead from further damage / failed death checks).
* 10th (Replaces magical Secrets) - Code of the Gallant: As long as the character is true to the Code of the Gallant, inspiration can be spent to boost own damage or AC. * 6th - Bonus Proficiencies: Heavy Armor, Martial Weapons.
Single target Charm Person can be "cast" as non-magical ritual via conversation once per short rest. * 3rd - Poetic Charm: Advantage to romantic Persuasion / Performance checks. * 3rd - Bonus Proficiencies: Lance, Medium Armor, Shield.
* 14th - Master Charm: Charm Person can be "cast" as non-magical ritual via conversation & speach (spell slots can be spent to increase target count by spell level) once per long rest. * 10th (Replaces magical Secrets) - Corroboration: Spend / roll inspiration to add to non-proficient weapon / skill / tool for one check once per long rest. * 6th - Masquerade: Gain the False Identify background feature (or a 2nd identify if already possessed) and add another identity every further 3 levels. * 3rd - Swindling: Apply the Expertise bard feature to Deception (as long as proficient) as well as normal selections. * 3rd - Detect Fakery: Advantage to Insight checks to see through lies / disguises etc. Inspiration can be spent to simulate Superiority Dice. * 14th - Offensive / Defensive Spins: Gain Battle Master maneuvers Menacing Attack & Riposte. * 10th (replaces magical Secrets) - Weapons Display: Use action to spend / roll inspiration and allocate individual rolled points as one round bonus to allies attack rolls and / or penalty to enemy Wis saves vs fear. * 6th - Trick Throw: Ignore any disadvantage applied to rolls for ranged / thrown attacks within 30'. * 3rd - Handle Weapon: Two-Weapon Fighting Style as per Ranger. All martial weapons in PHB with the thrown property. * 3rd - Bonus Proficiencies: All swords in PHB. It thus doesn't take up a spell slot known, doesn't register as magical, can't be dispelled (though things like a persuasion check could be used to make the target see reason), and usually the target won't be aware of anything amiss once it expires.
This basically takes the amount of time and effort appropriate for a ritual / spell and has similar effects, but is a mundane side-effect of the bards mundane activities. * Several abilities involve a "non-magical ritual" or "non-magical spell". Comments and suggestions for revisions are of course welcome.
I was bored and decided to sit down and try to come up with conversions inspired by all the kits in "The Complete Bard's Handbook".