Base Class: Bard
Many bards practice in the arcane magics, but bards of the College of Rejuvenation take these magic practices in a different direction. These bards practice in the arts of divine magic and spend time practicing their newfound magics. These bards are taught that they should try to keep their allies alive and so the majority of these bards are healers that their allies can rely on.
Due to the nature of this bard college, it isn't uncommon for bards of the College of Rejuvenation to worship a deity just like a cleric. If a bard does worship a deity, then they are typically good-aligned deities of protection and peace.
College Spells
At 3rd level, you gain access to spells at certain levels. These spells are always prepared and do not count against the number of bard spells you know. If a spell listed does not appear on the bard spell list, it is considered a bard spell for you.
College of Rejuvenation Spells
| Bard Level | Spells |
|---|---|
|
3rd |
healing word, lesser restoration |
|
5th |
|
|
7th |
|
|
9th |
Divine Magic
Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a bard cantrip or a bard spell of 1st level or higher, you can choose the new spell from the cleric spell list or the bard spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a bard spell for you.
Aspect of Healing
At 3rd level, when you use your Bardic Inspiration feature, you can give the creature temporary hit points equal to your bard level. Once a creature gains temporary hit points like this, they cannot benefit from this feature again until they finish a long rest.
Divine Light
Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can choose to reroll up to two of those dice once, provided you aren’t incapacitated. You must use the new rolls. You can use this feature only once per turn.
Additionally, when you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to your Charisma modifier.
Celestial Restoration
At 14th level, when you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to your bard level, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you then regains hit points equal to 2d8 + your Charisma modifier + your bard level.
Once you use this feature, you can’t use it again until you finish a long rest.
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