Bard
Base Class: Bard

The College of Hymns consists of bards who decide to use their songs not only to tell the tales of legends, heroes, and their own exploits, but to sing prayers and tales of a certain god.

The words of a bard affiliated with The College of Hymns are altered- rather than being imbued with the arcane or drawing from the weave, their words and songs are fueled by faith and holy power.

Choose a god whose tenants your bard will follow. You gain access to the Cleric spell list.

Hymnal Prayer

You channel divine energy through your words or songs, healing your allies. You can expend one use of bardic inspiration to roll your inspiration die and heal 1 ally you can see within 60 feet by the amount rolled as a bonus action. (3rd level)

Song of Worship

You have deepened your relationship with your god and have proven yourself a true believer. You can take one action to play a holy song, imbuing your god's power into the ground that you walk upon, and place down a 15 foot sphere of divine energy along the ground, healing any creature of your choosing a number determined by your bardic inspiration die (though this does not use a bardic inspiration), but only if they end their turn within the circle. You may do this once per long rest, and this ability ends after 3 rounds or if you fall unconscious. (6th level)

Guardian

Your god now sees you as one of their personal messengers and decide to entrust in you a guardian to aid you in battle. You can now use 1 action to summon a holy guardian who can do one of the following:

- This guardian has the ability to play it's own Song of Worship that lasts for it's duration (based off of your bardic inspiration die)

- The guardian can defend you, granting you or an ally a +5 to AC for the duration

- The guardian can fuse with you or an ally, granting the one who fused with it truesight and the ability to read all writing for the duration

The guardian can only be summoned once per long rest, and it lasts for 1 minute. The guardian can only do one of these abilities per summon, determined by you upon summoning the guardian. It is incorporeal except for the purpose of defending, in which it is solid as steel but cannot be damaged or broken. (14th level)

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