Base Class: Bard
Traditionally known as minstrels, the College of Hymns dedicate themselves to regaling the stories of the gods and the lessons they impart. It is not uncommon for a member of this bardic college to be found far from their place of origin, as they travel the world on pilgrimages to find sacred sites, collecting stories to share, relying on the hospitality of noble's estates and local temples as they pass from town to town, exchanging entertainment for shelter.
Some minstrels prefer focusing on the morals of the tales they tell, while others prefer to embellish more heavily in hopes of inducing awe in their audiences. A minstrels approach is as varied as those who take up the profession. For this reason College of Hymns bard tend towards neutral or good alignments but can sit anywhere between lawful and chaotic. Some less reputable colleges go even further, specializing in tales of the great old ones or demon kings, with tales intended to scare their audience, offering harsh and often grim lessons.
Adoration
When you join the College of Hymns at 3rd level, you gain the ability to empower the healing of yourself and allies.
When a creature that you can see within 60 feet of you recovers hit points, you can expend one use of your Bardic Inspiration. You roll a Bardic Inspiration die, and that creature recovers additional hit points equal to twice the number rolled. You can only use this feature once per round.
Empowered Song of Rest
At 3rd level, you empower the healing capabilities of your Song of Rest, fueled by songs of inner reflection and the forgiveness of the gods.
Whenever a creature spends three or more Hit Dice to recover Hit Points at the end of a short rest while under the benefits of your Song of Rest feature, they may also recover from one of the following effects in addition to recovering additional Hit Points;
- One effect that blinded, deafened, paralyzed, or poisoned the creature
- Any one disease
- Any reduction to one of the target's ability scores
- One effect reducing the target's hit point maximum
Healing Vibrato
At 6th level, you gain the ability to make your healing spells resonate, causing them to echo through the weave. Whenever you cast a healing spell that does not require concentration you may choose to concentrate on that spell for a number of rounds equal to one plus your charisma modifier. If you do so you may cast that spell once per turn while you maintain concentration without expending additional spell slots on subsequent rounds, but the spell only heals for half the normal amount after the first cast (rounded up).
Proclamation
At 14th level, you gain the ability to mimic the miracles of the gods.
As an action, you may proclaim the revival of one friendly creature, touching them to grant them reprieve for the next 8 hours. Once during the duration, if that creature would be reduced to 0 hit points they instead return to half of their maximum hit points (rounded up) and every creature within 10 feet of them (excluding themselves) must make a charisma saving throw equal to your spell save DC or take 5d10 radiant damage (half as much on a success).
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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11/24/2019 10:59:59 AM
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15
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0.6
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Coming Soon
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