Base Class: Bard
Practitioners of the College of Virtue are devoted to walking a more righteous path, and using their gift for song, music, and the telling of stories to inspire others to follow them on the road to a brighter future. They believe that when the gods created the first mortals, and freed the world from the primordial chaos that reigned supreme prior to their intervention, the duality of good and evil were thrust into the world as new ideals and bonds were forged. Ever since that time, it has been the duty of mortality to forge a road forward, becoming ever more just as a society until such a time that it is time to ready to rejoin the gods in the heavens.
Charitous Sympathy
Beginning at 3rd-level, you may spend your bonus action to ease the suffering of other creatures and take some of their burdens onto yourself. Choose a number of creatures up to your Charisma modifier that you can see within 60 feet of you. You suffer a -1 penalty to all saving throws you make until the start of your next turn, but in return the creatures of your choice have advantage on all saving throws they make until the end of your next turn.
Words of Valiance
Starting at 3rd-level, you learn to instill in others the valiant nature of heroes long past. Whenever you give a creature one of your Bardic Inspiration dice, you may choose to have them roll it immediately, and gain a number of Temporary Hit Points equal to the number rolled on the die plus your Charisma modifier (minimum of 1). Additionally, that creature becomes immune to being charmed or frightened for the next minute.
Temperant Soul
Starting at 6th-level, you gain proficiency in Wisdom saving throws if you do not already have it. Additionally, you become resistant to poison damage and you are immune to disease, as well as to the poisoned and charmed conditions.
Resonant Melody
Starting at 14th-level, you learn how to connect the minds of yourself and your comrades for a short period of time. Using your action, choose a number of creatures up to your Charisma modifier within 30 feet that you can see and who are friendly towards you. You and those creatures minds are all connected for 1 minute, allowing you to work more efficiently as a unit. Whenever two or more creatures that are currently under the effects of this ability are within 30 feet of each other, those creatures have advantage on all attack rolls and ability checks they make.
Once you use this ability, you cannot do so again until you complete a short or long rest.
Previous Versions
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