Base Class: Bard
Unlike most bards, Divine Emissaries get their magical gifts not through study and practice but through their link to their Deity, similar to a cleric, though different in the way it manifests.
These individuals have no choice in this divine gift, and often don't even know it's details or origin until later in life. Though they are ingrained with the values and qualities of their God's domains from birth, and gravitate towards a set of morals that exemplify them.
They are born naturally talented in the arts. Be it music, writing, orating, or any other expression of the arts, they excel at what inspires their divine soul.
Level 3: Divine Toolbelt
As a chosen soul of your Deity, you gain access to your Gods Domain Spell List in addition to the bard spell list. (See Cleric Domain spells)
Level 3: Divine Triage
As an action, place your hands on a target healing them for 1d6 (Scales with Bardic die) plus expertise, plus Charisma modifier.
This ability can be used equal to twice your Charisma modifier and is replenished upon a long rest.
Amplification:
The effects of this ability can be amplified with a successful religion check (DC 20)
Upon a successful check one of the following benefits will be added to Divine Triage:
- Double the amount rolled for healing
- The effects of Lesser Restoration (increased to greater restoration at 10th level)
Upon a failure by 10 or more, or on a natural 1, the bard instead takes half of the healing rolled as Divine damage, as the bard has attempted to pull too deeply from their divine connection.
Level 6: Divine Inspiration
Targets of your Bardic Inspiration are now encircled by an immaterial divine mote, taking the appearance of the bards choice. This divine mote has a couple of properties.
While circling the target, the mote increases any healing received by the Bard's current Bardic Die (6, 8, 10, or 12 additional healing respectively). This applies to all healing received while the mote is present.
The mote can be expended to release a burst of divine healing, equal to a use of Divine Triage, without the option to amplify.
Expending the mote to heal, or using the inspiration as normal, remove both the inspiration itself and the divine mote.
Level 14: Divine Intervention
Beginning at 14th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
At 20th level, your call for intervention succeeds automatically, no roll required.
Previous Versions
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