Base Class: Bard
Bards of the College of Hymns are devout worshippers of one god or another in the wide pantheon of the world, ranging from radiant, holy gods of life to the dark powers residing over death. They are practiced performers of traditional holy songs and rituals dedicated to their god or gods, inspiring awe and zeal in their allies, or terror and fright in their foes. Most will travel the land with the goal of teaching others about their deity, while some travel from temple to temple in order to take part in the worship services or whatever equivalent their god holds dear. Experienced bards of this college are able to lace holy power into their words, repelling supernatural creatures and hardening the resolve of their allies. The most common form of this divine practice is the strengthening of body through the sacred hymns that have been passed down to these bards. Whether worshipping evil entities or gods of goodness, the members of the College of Hymns have a holy song for every occasion.
Bonus Proficiencies
When you join the College of Hymns at 3rd level, you gain proficiency in Religion if you don’t already.
Sacred Casting
Starting at 3rd level, your spells become laced with divine power. Whenever you cast a Bard spell of 1st-level or higher that deals damage, you may change the type of damage the spell deals to necrotic or radiant damage (your choice).
Divine Inspiration
At 3rd level, your inspirational hymns charge allies with zealous intent. Whenever grant a Bardic Inspiration die to a creature, that creatures speed increases by 15 feet until the end of their next turn.
Additionally, that creature gains temporary hit points equal to the Bardic Inspiration die. For example, if your Bardic Inspiration die is a d6, the targeted creature gains 1d6 temporary hit points.
Hymns of Power
At 6th level, you have memorized ancient hymns of power. Whenever you use your Countercharm feature, you may also apply one of the following benefits to the Countercharm’s area:
- Inspiring Hymn. Friendly creatures of your choice within the Countercharm’s area may make their first attack each round with Advantage.
- Repulsing Hymn. Whenever creatures of your choice that are either Good- or Evil-aligned (choose one) move into the Countercharm’s area for any reason, they immediately take 2d8 necrotic or radiant damage (you choose). Additionally, they must succeed on a Wisdom Saving Throw against your Spell Save DC or have their speed immediately drop to 0.
- Steadfast Hymn. Friendly creatures of your choice within the Countercharm’s area may add your Charisma modifier to Intelligence, Wisdom, and Charisma Saving Throws.
You may use this feature a number of times equal to your Charisma modifier before you must complete a long rest.
Practiced Hymns
At 14th level, you have become an expert at reciting and evoking your hymns of power. You may now use your Countercharm feature as a bonus action. Additionally, the radius of your Countercharm increases to 45-feet.
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