Sorrow
Sorrow Bards are the chronicler, the eulogist, the witness of ages. They are there to quietly remember the whole story, not just the epic ending. They do not shy from the hard lessons life has to teach.
Subclass Features
Learn from Failure
Each time you miss an attack or fail a saving throw you gain a Lesson. You can use two Lessons to regain a use of Bardic Inspiration or use four Lessons per spell slot to regain that level of spell slot (Requiring no action). Your Lessons reset at the beginning of each day.
Mournful Visage
You can use a reaction to allow your sorrow to show, until the start of your next turn attacks have disadvantage on you. You can use this once per long rest.
If you use this feature outside of combat, each creature that can see you must make a WIS saving throw equal to your spell save DC. On a failure they have disadvantage on Deception, Insight, Intimidation and Persuasion checks on you for one minute.
Soul of Mourning
Your soul is intertwined with pain and mourning. You have Resistance to Psychic damage. Once per long rest you can use an action to end the Frightened or Charmed condition on yourself.
The amount of Lessons needed to restore a spell slot is reduced to 3 Lessons per spell slot.
Tale of Sorrow
You can weave tales of sorrow that pull on the heatstrings of those that hear it. You can use a bonus action to start your Tale of Sorrow, it lasts for 1 minute and requires a bonus action each round to continue. Each creature within 60 ft, apart from up to six creatures you designate including yourself, must make a WIS saving throw DC equal to your spell save DC at the end of each of your turns. On a failure they gain a minus 1 penalty to attack rolls and saving throws equal to the number of rounds the Tale of Sorrow has been told. The Tale ends if you become Incapacitated or are unable to speak.
Last One Standing
Your drive to pass on your legacy gives you the ability to overcome all obstacles. Once per long rest if you would drop to 0 hit points, you can make a CON saving throw the DC equaling the damage that you took you past 1 hit point, and on a success you remain at 1 hit point.