RapierScale mail
You have resistance to poison damage, and advantage on saving throws against poison.
Double proficiency bonus on ability checks using your Performance or Persuasion proficiencies.
Add +1 to any ability check you make that doesn't include your proficiency bonus.
Add double your proficiency bonus to Intelligence (History) checks related to the origin of stonework.
Bonus Action. Choose one creature other than yourself within 60 ft. who can hear you. That creature gains one Bardic Inspiration die, a d8.
Once within the next 10 minutes, the creature can roll the die an add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the check to decide whether to use the Bardic Inspiration die. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
Reaction. When a creature that you can see within 60 ft. makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll. The creature is immune if it can't hear you or if it's immune to being charmed.
You can see in dim light as though it were normal light, and darkness as though it were dim light, up to 60 ft. away.
You can cast any bard spell you know as a ritual if it has the ritual tag.
During a short rest, perform soothing music or oration. If you or any friendly creatures who hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.