Base Class: Bard
Bards who join the College of Divinity use their voice and music to spread the gospel of their Deity. The hymns, choirs and dirges they sing inspire any who visit the temples they learn from. Members of this college train amongst priests and learn the ways of both faith and healing, as they believe to achieve connection with the higher powers they must put others before themselves.
It is not uncommon to see Clerics and Paladins join the college, and many Members of the College go down a similar path of Priesthood.
Divine Knowledge
Starting at 3rd level when you choose this College, you can choose spells from the cleric spell list. These spells are counted as bardic spells for you. When replacing spells each time you level, you may also replace your previously known bardic spells into those from the cleric spell list.
Thanks to your religious studies, you gain proficiency in the Religion and Medicine skills.
Healing Hymn
Also, at 3rd level, you may channel the healing magic of your Deity through your voice. As a reaction, when you see one of your allies within 30 feet get hit by an attack, you may expend one of your uses of Bardic Inspiration to bolster your ally. Your ally is healed the number rolled on the Bardic Inspiration die plus your spellcasting modifier.
Divine Inspiration
Through your prayers and musical prowess, you are able to further inspire your allies to continue the fight. Starting at 6th level, when an ally uses one of your Bardic Inspiration dice, they gain a number of temporary hit points equal to the number rolled on the die.
Heavenly Aura
Through prayers, dedication and musical prowess you have managed to channel the divine energy within, creating a blinding aura centered on yourself. At 14th level, you may use your action to channel that aura. You can designate any number of creatures you can see to be unaffected by it. Until the beginning of your next turn, any creature within a 15-foot radius has disadvantage on attack rolls and saving throws as they are distracted by the light. Any creature that has blindsense is immune to this feature. On your next turn, you may use your action to continue these effects. This can be done for up to 10 rounds.
Once you use this feature, you cannot use it again until you finish a long rest.
Previous Versions
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