Base Class: Bard
Illuminated Hands
Starting at 3 level, you gain proficiency in the healing skill as well as using a healer’s kit, which you can use as a bonus action.
In addition, you learn the Spare the Dying cantrip, which doesn’t count against the number of bard cantrips you know.
Hymn of Light
At 3 level, you can use an instrument you are proficient with to create a Hymn of Light which you can use to heal others. As a bonus action, you expend one use of your Bardic Inspiration to create a healing melody which can heal a creature within 60 feet for 2d6 hit points.
This healing increases when you reach certain levels in this class, increasing to 3d6 at 5 level, 5d6 at 10 level and 8d6 at 15 level.
You can use this feature a number of times equal to ½ of your proficiency bonus (rounded up). You regain all uses after a long rest.
Radiant Reprisal
At 6 level, as an action, you can sing or play a song and cloak yourself in radiant light, you shed bright light in a 15 ft radius and dim light in another 15 ft radius. For 1 minute or until your concentration ends (as if you were concentrating on a spell), your song creates an aura in a 30 ft radius around you, that travels with you.
As a bonus action each round, you can target a number of friendly creatures (which can include yourself) up to your Proficiency Bonus within 30 feet to enchant their weapons with Radiant energy. Each wielded weapon becomes magical, shedding bright light in 10 feet and dim light in another 10 feet and for the duration has a +1 bonus to attack rolls and deals an extra 1d4 radiant damage until it hits successfully. Weapons lose this bonus immediately if your concentration ends.
While cloaked in this light, your Spare the Dying cantrip’s range extends to 60 ft.
Once you use this feature, you can’t use it again until you finish a long rest.
Chorus of Enlightenment
At 14 level, as an action, you can sing or play a song that enlightens your party. For 1 minute or until your concentration ends (as if you were concentrating on a spell), your song creates an aura in a 60 ft radius around you, that travels with you. This aura shed bright light in 30 feet and dim light in another 30 feet.
This aura gives advantage to Intelligence, Wisdom and Charisma saving throws effects for all friendly creatures in it.
On each of your turns, you can use your action to heal a friendly creature of your choice in the aura with hit points equal to half your bardic level.
When a friendly creature is attacked in the aura, you can us your reaction and expend a use of your Bardic Inspiration to befuddle the attacker causing it disadvantage on all its attacks until the end of its next turn.
Additionally, any healing you provide using your Hymn of Light grants the maximum number of hit points.
Once you use this feature, you can’t use it again until you finish a long rest.
Illuminated Hands
Starting at 3 level, you gain proficiency in the healing skill as well as using a healer’s kit, which you can use as a bonus action.
In addition, you learn the Spare the Dying cantrip, which doesn’t count against the number of bard cantrips you know.
Hymn of Light
At 3 level, you can use an instrument you are proficient with to create a Hymn of Light which you can use to heal others. As a bonus action, you expend one use of your Bardic Inspiration to create a healing melody which can heal a creature within 60 feet for 2d6 hit points.
This healing increases when you reach certain levels in this class, increasing to 3d6 at 5 level, 5d6 at 10 level and 8d6 at 15 level.
You can use this feature a number of times equal to ½ of your proficiency bonus (rounded up). You regain all uses after a long rest.
Radiant Reprisal
At 6 level, as an action, you can sing or play a song and cloak yourself in radiant light, you shed bright light in a 15 ft radius and dim light in another 15 ft radius. For 1 minute or until your concentration ends (as if you were concentrating on a spell), your song creates an aura in a 30 ft radius around you, that travels with you.
As a bonus action each round, you can target a number of friendly creatures (which can include yourself) up to your Proficiency Bonus within 30 feet to enchant their weapons with Radiant energy. Each wielded weapon becomes magical, shedding bright light in 10 feet and dim light in another 10 feet and for the duration has a +1 bonus to attack rolls and deals an extra 1d4 radiant damage until it hits successfully. Weapons lose this bonus immediately if your concentration ends.
While cloaked in this light, your Spare the Dying cantrip’s range extends to 60 ft.
Once you use this feature, you can’t use it again until you finish a long rest.
Chorus of Enlightenment
At 14 level, as an action, you can sing or play a song that enlightens your party. For 1 minute or until your concentration ends (as if you were concentrating on a spell), your song creates an aura in a 60 ft radius around you, that travels with you. This aura shed bright light in 30 feet and dim light in another 30 feet.
This aura gives advantage to Intelligence, Wisdom and Charisma saving throws effects for all friendly creatures in it.
On each of your turns, you can use your action to heal a friendly creature of your choice in the aura with hit points equal to half your bardic level.
When a friendly creature is attacked in the aura, you can us your reaction and expend a use of your Bardic Inspiration to befuddle the attacker causing it disadvantage on all its attacks until the end of its next turn.
Additionally, any healing you provide using your Hymn of Light grants the maximum number of hit points.
Once you use this feature, you can’t use it again until you finish a long rest.
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