Base Class: Bard
Some bards see violence as unnecessary and cruel. Others are forced to obey a strict code of nonviolence. Some might not like fighting, because of the mess it inevitably leaves behind. Whatever their reason for joining, bards of the College of Peace stay away from harming their enemies directly, instead focusing on de-buffing enemies, while simultaneously buffing and healing their allies. Bards who break their vow incur steep penalties of exhaustion for doing so. As you progress in your peace, your allies will be affected by your vow as well, albeit to a lesser extant. Eventually, even your enemies will be affected by your choice of peace.
Vow of Non-Violence
When you join the the College of Peace at 3rd level, you pledge a vow of non-violence. When you cast a spell, or make an attack that deals lethal damage against a living creature you immediately gain 2 levels of exhaustion and lose an amount of HP equal to a roll of your Bardic Inspiration die. The exhaustion incurred from this ability can't be healed by magical means.
Also, thanks to your vow, your weaker magic changes. You learn the Guidance cantrip and any damage dealt by cantrips that you cast is considered nonlethal.
Unarmored Defense
Beginning at 3rd level, while you are wearing no armor and not wielding a shield, your AC is equal to 10 + your Dexterity modifier + your Charisma modifier.
Inspire Health
Starting at level 3 your desire for peace helps revitalize your inspired allies. Whenever a creature uses one of your Bardic Inspiration die they also heal an amount equal to the number rolled plus your Charisma modifier.
Additionally, you can use your music to stabilize unconscious creatures. You can use performance instead of medicine to attempt to stabilize unconscious creatures.
Protect the Helpless
Starting at 6th level, you radiate an aura of peace. When an ally that can see you successfully attacks a helpless creature, they gain 1 level of exhaustion.
Creatures inspired by you also have a new way to use your inspiration. As a reaction to taking enough damage to be knocked unconscious they can expend the bardic inspiration and instead be left with an amount of HP equal to the number rolled plus your charisma modifier.
Peaceful Magic
When you reach 6th level, your vow can empower your spells that don't deal damage. Before a creature makes a saving throw to resist a spell that you cast that doesn't deal damage you may attempt to empower your magic with your performance. As part of the same action used to cast the spell you may expend a use of your Bardic Inspiration to make a Charisma (performance) check opposed by the opponent's Wisdom (insight) check. If you succeed, the creature has disadvantage on their saving throw to resist the spell. Creatures that are immune to the charmed condition have advantage on their Wisdom (insight) check.
Song of Peace
At 14th level, your aura of peace becomes permanent and powerful, affecting even your enemies.
As a bonus action, you can begin playing a song of peace that lasts for 1 minute, until you are incapacitated, or until your concentration ends (as if you were concentrating on a spell). Starting when you activate this ability and again at the start of each of your turns you can designate a number of creatures, including yourself, within 60 feet of you that can see and hear you to be affected by one of the following effects. You choose for each creature individually:
Revitalizing Melody. At the beginning of this creatures turn they heal an amount of HP equal to your Charisma modifier.
Disrupting Chord. The first time this creature attempts to make an attack on their turn they must succeed a Charisma saving throw against your spell save DC or make all attacks that turn with disadvantage.
Once you use this feature, you can't use it again until you finish a short or long rest.
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