3: Bonus Skills, Cunning Words
6: School Knowledge
14: Skillful Knowledge
When you select this archetype at 3rd level, you gain 6 skill points that must be spent on the following skills: Arcana, The City, Tactics and Logistics, Old World, Medicine, Religion. In addition, you gain 3 additional skill points for these skill only whenever your proficiency bonus increases.
Also at 3rd level, you can use your cunning to detect, discourage, and distract others. When a creature that you can see within 60 feet makes an ability check, attack roll, or damage roll, you can use your reaction to expend a use of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. When you roll the minimum or maximum result for your Bardic Inspiration die, the creature is rattled until the end of your next turn.
You can choose to use this feature after the creature makes its roll, but before the Narrator determines whether the attack roll or ability check succeeds or fails, or before damage is dealt. The creature is immune if it can’t hear you or if it’s immune to being charmed
At 6th level, you gain access to more fantastical magical knowledge. Choose one school of magic that is not a classical school of magic, the arcane school of magic, or the divine school of magic. All spells from the chosen school of magic count as bard spells for you. In addition, you learn two bard spells. A spell you choose must be a cantrip or of a spell level you can cast.
Starting at 14th level, you can use your Bardic Inspiration on yourself. When you do so and roll the minimum or maximum result for your Bardic Inspiration die, you also gain an expertise die.