COLLEGE OF BALANCE
Bards in the College of Balance are closely aligned with the Old Faith of Druidry, and are talented performers who are interested in seeing that no side in the cosmic struggle for dominance – law and chaos, good and evil – ever completely dominates the others. Their tales spoken in glades in deep woods, or songs sung in smoky urban taverns, emphasize the eternal nature of struggle, the cyclical nature of history, and how even the most seemingly-invincible foe can be overcome, only to start the cycle anew.
While they may not be always formally recognized as agents of the Cabal (see “factions”), bards of the College of Balance are most certainly informally aligned with the same goals; to prevent the dominance of any extreme alignment over the Flanaess, and ensure that Balance is ultimately restored should any alignment come to ascendance.
Members of the College of Balance seldom gather in formal settings, preferring to spread news between one another as they wander around the Flanaess, and will also use druid networks of followers, priests, and agents to spread and learn information.
When you join the College of Balance at 3rd level, you can speak three additional languages, one of which can be an exotic or secret language. You gain one additional language every three levels.
You also gain proficiency with medium armor.
SONGS OF NATURE
Once you join the College of Balance at 3rd level, you may choose from either the Bard or Druid spell lists when selecting new spells to learn, including the additional cantrip you learn at 10th level. You still use the bard tables to determine cantrips and spells known, and spell slots.
In addition, you do not need to prepare the spell legend lore. You can always cast it as long as you have an available spell slot.
Also at 3rd level, you can project a naturally affable and likeable manner that can have an influence those around you. You automatically have advantage on the first social interaction check you make with any new creature. You only get this advantage once per individual creature, and only on the first social interaction check you make with them.
Starting at 6th level, you can use your superior knowledge of music and sound in several different ways. When using any magical item that relies on sound (the horn of blasting, for instance), the bard can, at his or her option, re-roll any 1’s or 6’s rolled for duration or effect. When using your bardic inspiration ability, the target creature will have resistance to thunder attacks and sound-based magical effects such as the luring song of a harpy, in addition to the other benefits of bardic inspiration.
Starting at 14th level, you do not need to prepare the spell charm person. You can always cast it as long as you have an available spell slot, and the target creature always has disadvantage when making its saving throw, unless you or your companions are fighting it, in which case it will have advantage.