Bard
Base Class: Bard

Bards of the College of Faith use songs as a carrier for prayer. They sing hymns to perform, recite holy requiems in the midst of battle, and choose only the most rhythmic sermons to recite at temples. These bards believe that the gods respond best to pleas made in song, and take advantage of the power of music to help themselves and others.

Bonus Proficiencies

When you join the College of Faith at 3rd level, you gain proficiency with medium armor, shields, martial weapons, and the Medicine skill.

Ceremonial Song

Also at 3rd level, you have learned how to perform divine rituals, including a special song to bolster life. You can cast the Ceremony spell with your spell slots. When you do so, you can also use the following option: Healing Mass (you sing a magical, godly song that causes all who hear it to regain hit points equal to 1D8 + your Charisma modifier + your Proficiency Bonus).

Healer's Hymn

At 6th level, you have learned to produce a sound so glorious, it can reinvigorate even those on death's door. When you or someone you can see within 30 feet of you attempts to stabilize a creature at 0 hit points with a healer's kit or Wisdom (Medicine) check, you may use your reaction and expend one use of your Bardic Inspiration to roll one of your bardic inspiration dice and give the stabilized creature a number of hit points equal to the number rolled + your charisma modifier. this feature doesn't affect deafened creatures, creatures that can't hear, or undead.

Performer of Deities

Starting at 14th level, you know the Hallow spell, which counts as a bard spell for you and doesn't count against the number of spells you know. You can cast the spell in 1 hour, but when you do, you take radiant or necrotic damage equal to a number D8s equal to the level of the spell slot you used to cast the spell -4. When you cast this spell, you can choose from the following options in addition to the options presented by the spell.

 Heal: Creatures within the area can spend 10 minutes meditating to roll a number of D12s equal to the level at which you cast the spell and regain that many hit points.

Lullaby: Creatures who spend 10 minutes in the area gain the effects of a short rest (including regaining limited-use powers), creatures who take a short rest in the area gain the effects of a long rest (including regaining limited-use powers), and creatures who take a long rest in the area remove all levels of exhaustion and gain a D6 as a bardic inspiration die (though they can only gain this die 3 times in their lives).

Peace: Creatures cannot deal or take damage while inside the area. Any creature who tries to deal damge in any way to another creature while inside the area is violently ejected to the nearest unoccupied space outside the area, 100 ft above the ground.

Also, when you hit a creature with a weapon or spell attack, you can cause that creature to take 2d8 extra radiant or necrotic (your choice) damage.

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