Base Class: Bard
In the vibrant tapestry of bardic traditions, the College of Life Song shines as a beacon of healing and harmony. Masters of mystical melodies and soothing serenades, these bards harness the power of music to mend wounds, soothe troubled spirits, and inspire hope in the hearts of allies.
As a member of the College of Life Song, your instrument becomes a conduit for the divine, channeling energies of vitality and renewal through your enchanting melodies. With each chord and verse, you weave a tapestry of healing magic, restoring vigor to those who stand by your side. Whether it's a battlefield ballad to bolster courage or a lullaby to ease the pains of the wounded, your music resonates with the life force of the world itself.
Bonus Proficiencies
When you join the College of Life Song at 3rd level, you gain proficiency with healer's kits and the medicine skill.
Words of Life
Also at 3rd level, you learn how to weave healing magic in your words. Whenever you grant a creature a bardic inspiration you heal them an amount of hp equal to 1d6+ half your bard level, the die increases to a d8 at 6th level and to a d10 at 14th level. Additionally you add your Charisma modifier to all Medicine (Wisdom) checks you make.
Harmonious Healing
At 6th level, you learn how to sooth wounds to even greater effect. Whenever you cast a healing spell or use a healing ability you can use your reaction to make the effect heal the maximum amount of damage possible (ie a healing spell that would normally heal 4d6 instead automatically heals 24 hp). You can use this ability a number of times equal to your proficiency bonus.
Master Physician
Starting at 14th level three times per long rest, you can target a number of allies equal to your Charisma modifier and bestow 2 of the following effects:
Replenish: You remove 1 level of exhaustion from targeted creatures.
Alleviate: You remove one negative condition from target creatures.
Resuscitate: Creatures you target gain the benefits of the spell death ward.
Immunize: Creatures you target are immune to non magical bludgeoning, piercing, and slashing damage till the start of your next turn.
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