Bard
Base Class: Bard

Domain of Worship

When you choose this College at 3rd level, you gain abilities similar to those of Clerics who worship the same deity as you. Choose one of the Divine Domains found in the Cleric Class Description in Chapter 3 of the Player’s Handbook. You gain proficiency in a skill associated with that domain, as shown in the table below, and your Proficiency Bonus is doubled for any Checks you make using that skill. This choice is also used by features you gain from this subclass at higher levels. 

Domain of Worship Proficiencies

Domain of Worship

Skill

Arcana

Arcana

Death

Intimidation

Forge

Smith’s Tools

Grave

Medicine

Knowledge

History

Life

Medicine

Light

Perception

Nature

Nature

Order

Investigation

Peace

Persuasion

Tempest

Survival

Trickery

Deception

Twilight

Perception

War

Athletics

Channel Divinity

Starting at 3rd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You have two such effects: Divine Inspiration and an effect granted by the Divine Domain you chose for your Domain of Worship feature. 

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your channel divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this subclass, the DC equals your Bard spell save DC.

Beginning at 10th level, you can use your Channel Divinity twice between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Divine Inspiration

The power of the deity you worship allows you to inspire your allies to succeed at a moment’s notice. When a creature you can see within 30 feet of you that can hear you fails an attack roll, ability check, or saving throw, you can use your reaction and spend a use of your Channel Divinity to allow that creature to reroll. You can also use your Bardic Inspiration on that creature as part of the same reaction. 

Song of Praise

At 6th level, you can express your devotion to the deity you worship through a song or oration. As an action on your turn, you can begin a performance that lasts until the end of your next turn. While you are performing, all creatures of your choice (including yourself) within 15 feet of you gain one of the following benefits of your choice:

  • Creatures gain temporary hit points equal to your Charisma modifier (minimum of 1) when they start their turn in the area.
  • Creatures have advantage on ability checks and saving throws that use one ability score of your choice while in the area.
  • Creatures in the area deal additional Radiant damage with their weapon attacks equal to your Charisma modifier.

If any creature in the area cannot hear you, they do not gain the benefits of the performance. 

You can use an action on each of your turns after you begin the performance to continue the performance until the end of your next turn. You can continue your performance for a maximum number of rounds equal to double your proficiency bonus. The performance ends if you fall unconscious or die, or at the end of your turn if you do not use your action to continue it. Once you end a performance, you cannot use this ability again until you finish a long rest. 

Divine Secrets

At 14th level, your deity allows you to use spells that are emblematic of your worship. You know the 1st level Domain Spells associated with the Domain of Worship you chose at 3rd level, as shown in the Cleric class description in Chapter 3 of the Player’s Handbook. These spells count as Bard spells for you, and don’t count against the number of Bard spells you know. In addition, you can cast each of these spells once without expending a spell slot; you must finish a long rest before you can cast those spells in this way again. 

Domain of Worship

When you choose this College at 3rd level, you gain abilities similar to those of Clerics who worship the same deity as you. Choose one of the Divine Domains found in the Cleric class description in Chapter 3 of the Player’s Handbook. You gain proficiency in a skill associated with that domain, as shown in the table below, and your proficiency bonus is doubled for any checks you make using that skill. This choice is also used by features you gain from this subclass at higher levels.

Arcana Domain

You follow the Arcana domain and gain proficiency in the arcana skill. 

Death Domain

You follow the Death Domain, and you gain proficiency with the intimidation skill.

Forge Domain

You follow the Forge Domain, and you gain proficiency with [tool]smith's tools[/tool]. 

Grave Domain

You follow the Grave Domain, and you gain proficiency with the medicine skill.

Knowledge Domain

You follow the Knowledge Domain, and you gain proficiency with the history skill.

Life Domain

You follow the Life Domain, and you gain proficiency with the medicine skill.

Light Domain

You follow the Light Domain, and you gain proficiency with the perception skill.

Nature Domain

You follow the Nature Domain, and you gain proficiency with the nature skill.

Order Domain

You follow the Order Domain, and you gain proficiency with the Investigation skill.

Peace Domain

You follow the Peace Domain, and you gain proficiency with the persuasion skill.

Tempest Domain

You follow the Tempest Domain, and you gain proficiency with the survival skill.

Trickery Domain

You follow the Trickery Domain, and you gain proficiency with the deception skill.

Twilight Domain

You follow the Twilight Domain, and you gain proficiency with the perception skill.

War Domain

You follow the War Domain, and you gain proficiency with the athletics skill.

Channel Divinity

Starting at 3rd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You have two such effects: divine inspiration and an effect granted by the divine domain you chose for your Domain of Worship feature. 

When you use your channel divinity, you choose which effect to create. You must then finish a short or long rest to use your channel divinity again.

Some channel divinity effects require saving throws. When you use such an effect from this subclass, the DC equals your Bard spell save DC.

Beginning at 10th level, you can use your channel divinity twice between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Divine Inspiration

The power of the deity you worship allows you to inspire your allies to succeed at a moment’s notice. When a creature you can see within 30 feet of you that can hear you fails an Attack Roll, Ability Check, or Saving Throw, you can use your Reaction and spend a use of your Channel Divinity to allow that creature to reroll. You can also use your Bardic Inspiration on that creature as part of the same Reaction.

Channel Divinity: Arcane Abjuration

You can use your Channel Divinity to abjure otherworldly creatures.

As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. It also can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Channel Divinity: Artisan's Blessing

You can use your Channel Divinity to create simple items.

You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.

The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.

The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

Channel Divinity: Charm Animals and Plants

You can use your Channel Divinity to charm animals and plants.

As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

Channel Divinity: Knowledge of the Ages

you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.

Channel Divinity: Path to the Grave

You can use your Channel Divinity to mark another creature’s life force for termination.

As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.

Channel Divinity: Preserve Life

You can use your Channel Divinity to heal the badly injured.

As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your bard level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.

Channel Divinity: Radiance of the Dawn

You can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your bard level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Channel Divinity: Touch of Death

You can use Channel Divinity to destroy another creature’s life force by touch.

When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your bard level.

Song of Praise

At 6th level, you can express your devotion to the deity you worship through a song or oration. As an action on your turn, you can begin a performance that lasts until the end of your next turn. While you are performing, all creatures of your choice (including yourself) within 15 feet of you gain one of the following benefits of your choice:

  • Creatures gain temporary hit points equal to your Charisma modifier (minimum of 1) when they start their turn in the area.
  • Creatures have advantage on ability checks and saving throws that use one ability score of your choice while in the area.
  • Creatures in the area deal additional radiant damage with their weapon attacks equal to your Charisma modifier (minimum of 1 damage).

If any creature in the area cannot hear you, they do not gain the benefits of the performance. 

You can use an action on each of your turns after you begin the performance to continue the performance until the end of your next turn. Your performance can last for a maximum number of rounds equal to your proficiency bonus. The performance ends if you fall unconscious or die, or at the end of your turn if you do not use your action on that turn to continue it. Once you end a performance, you cannot use this ability again until you finish a long rest.

Divine Secrets

At 14th level, your deity allows you to use spells that are emblematic of your worship. You know the 1st level Domain Spells associated with the Domain of Worship you chose at 3rd level, as shown in the Cleric Class Description in Chapter 3 of the Player’s Handbook. These spells count as Bard spells for you, and don’t count against the number of Bard spells you know. In addition, you can cast each of these spells once without expending a Spell Slot. You must finish a Long Rest before you can cast those spells in this way again.

Light Domain

Your additional spells are burning hands and faerie fire. These spells do not count against the number of Bard spells you know, and you can cast each spell once without expending a spell slot. Once you cast one of these spells in this way, you cannot cast that spell in the same way again until you finish a long rest.

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