Base Class: Bard
Holy Bard (will add more later).
Piety
Starting at 3rd level when you join this College, you gain knowledge of sacred texts and scriptures related to your deity. You become proficient with Religion checks if you are not already and you may use a holy symbol as a spellcasting focus rather than a musical instrument. You gain access to one spell from the cleric’s spell list. This spell must be of a level for which you have spell slots. The chosen spell counts as a bard spell for you but doesn’t count against the number of bard spells you know.
You learn one additional cleric spell of your choice at 9th and 13th levels.
Invoke Scripture
At 3rd level, you learn to invoke your deity’s spirit when you heal your allies or attack your enemies.
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Healing Prayer: When one or more creatures regain hit points from one of your spells, you can expend and roll one of your available Bardic Inspiration dice and increase the amount of hit points each creature regains by half the number rolled rounded up.
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Wrathful Word: When you damage one or more creatures with a spell, you can expend and roll one of your available Bardic Inspiration dice and increase the amount of damage dealt to each creature by half the number rolled rounded up.
You can only use one of these features during each of your turns and only once each turn.
Divine Inspiration
Starting at 6th level, you can offer tribute to your deity during prayer to inspire those around you more often.
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Inspiring Prayer: As a 10-minute ritual, you can expend a spell slot and choose a number of friendly creatures within 30 feet of you equal to the level of the spell slot expended. Each chosen creature receives a Bardic Inspiration die. These Bardic Inspiration dice do not expire until used or until the creatures complete a long rest.
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Sacred Offering: As an action, you can expend one spell slot to regain Bardic Inspiration uses. The number of uses regained equals the level of the spell slot expended, up to a maximum equal to your Charisma modifier.
You can use either of these features, but not both, and once you use one of them, you can’t use either again until you complete a long rest.
Resilient Faith
Starting at 6th level, you choose a damage type associated with your deity. You and creatures you inspire gain resistance to that damage type as long as they have a Bardic Inspiration die or are under the effects of your Bardic Inspiration.
Example Damage Types:
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Fire (if your deity is associated with flames)
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Cold (if your deity is associated with ice or winter)
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Lightning (if your deity is associated with storms or electricity)
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Necrotic (if your deity is associated with death or the undead)
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Radiant (if your deity is associated with light or celestial beings)
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Poison (if your deity is associated with toxins or nature)
This resistance lasts until the creature no longer has Bardic Inspiration or until you complete a long rest.
Sacred Hymn
Starting at 14th level, you can recite an ancient sacred hymn of your deity to channel divine power, empowering creatures of your choice within 30 feet of you. As a bonus action, you can expend one use of Bardic Inspiration to begin reciting the hymn. The hymn lasts as long as you continue to expend Bardic Inspiration. At the start of each of your turns, you must expend an additional use of Bardic Inspiration to sustain the hymn.
If you take damage while the hymn is active, you can choose to expend an additional use of Bardic Inspiration immediately to keep the hymn active. If you choose not to expend Bardic Inspiration when taking damage, the hymn immediately ends. Similarly, if you cannot or choose not to expend Bardic Inspiration at the start of your turn, the hymn ends. Additionally, the hymn automatically ends if you are knocked unconscious.
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Hymn of Protection: Friendly creatures (other than you) within 30 feet of you gain a bonus to all saving throws equal to your Charisma modifier.
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Hymn of Empowerment: Friendly creatures (other than you) within 30 feet of you gain bonus damage based on the damage type chosen with Resilient Faith equal to your Charisma modifier on weapon or spell attacks.
Once the hymn ends, you cannot use this feature again until you complete a long rest.
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