Base Class: Bard
Bards of the College of Faith have a passionate religious devotion that they are eager to share with all who would hear. These bards, often known as Evangelists, are the voices of their religion in the world. Where others nurture the faith among believers, evangelists proclaim the coming glory of their deific patron and issue the clarion call to all around to heed the truth, or obey the call to war and crusade against the enemies of the church. As emissaries of the divine, they can draw on their deity’s gifts as easily as they draw on the Words of Creation. With their impassioned pleas, they can convert even the hardest hearts to their cause, or with a fiery oration inspire zeal in their allies and dread in their enemies.
Divine Magic
You are an emissary for a deity, and divine power flows through you as naturally as the magic of song. At 3rd level, when your Spellcasting feature lets you learn a bard cantrip or a bard spell of 1st level or higher, you can choose the new spell from the cleric spell list, in addition to the bard spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a bard spell for you. You also learn the Spare the Dying cantrip and Healing Word spell, which don’t count against your number of bard spells known. If you already have the Healing Word spell, you may instead select a different first level spell of your choice from the bard or cleric spell list.
Evangelize
At 3rd level, your words can cause even the hardest hearts to see the light, if only temporarily. If you perform for at least 1 minutes, you can attempt to convert someone to your cause with a passionate appeal, song, poem, or dance. If you perform for at least 1 hour, the target has disadvantage on its save. At the end of the performance, choose a humanoid within 60 feet of you who watched and listened to all of it. The creature must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, as a bonus action you can affect the target with a Suggestion spell as long as it can hear you, without taking a spell slot or requiring concentration. The creature automatically fails its save against these suggestions. The creature can only be affected by one of your suggestions as a time. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. After the duration expires, any suggestions that you have given it immediately end. Once you use this feature, you cannot use it again until you finish a short or long rest.
Song of Hope
At 6th level, you can expend a bardic inspiration die to sing a melodious chorus that restores your allies. As a bonus action, choose a number of allies you can see within 60 feet of you, up to a number of them equal to your Charisma modifier (minimum of one). Each creature heals 2d8 hitpoints. This healing increases to 2d10 at 10th level, and 2d12 at 15th level. In addition, if a creature you healed with a Song of Hope is charmed or frightened, that condition immediately ends.
Inspiring Oration
At 14th level, as an action you can give an impassioned speech on the righteousness of your cause, the inevitability of your victory, and doom to all who oppose you. For 1 minute, all allies who can hear you within 60 feet are fill with hope. When they make an attack roll or saving throw, they add 1d8 to the result. In addition, all hostile creatures within 60 feet of you, that can hear you, and have an intelligence score of at least 4 are filled with despair. When they make an attack roll or saving throw, they subtract 1d8 from the result. You must concentrate on this oration as if concentrating on a spell, and you must use an action every round to maintain it. Once you use this ability, you cannot use it again until you finish a long rest.
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