Bard
Base Class: Bard

Often considered a "lost college" of Bardic lore, there are nonetheless a very few purveyors of this ancient art of healing among the populations of the modern cities in Avalestra. Rather frequently, these unique Bards are not troubadours or wandering performers, but have a more religious background and learned the six Solfeggio frequencies that enable their healing abilities in the confines of a temple as a result of being dedicated choristers or acolytes in other ways. Aside from this though, most of these individuals are also trained in a catch-all glut of training that makes them ideal emissaries, messengers, or missionaries for their faith. They are hardly ever leaders of their given churches, but most enjoy the status that comes with recognized acolyte and devotee status, at least, and many are seen as local heroes for their healing talents.

College of the Solfeggio Bards are commonly chanters and singers, but many do also learn the use of a few instruments found in their local temples or churches, like flutes, string instruments, or even some types of organ. They utilize these skills to be able to create melodies and harmonies in one of six specific frequencies to achieve magical healing or restorative results. There are frequencies of courage, of creating change, of miraculous healing, of relationships and reconnecting, of enhanced emotional expression, and of spiritual order. The use of these frequencies in tandem with their other skills makes these unique Bards some of the very best at healing and supporting their allies in almost any situation one could think of.

Solfeggio Frequencies

At 3rd level, you gain aptitude with the six Solfeggio Frequencies, an understanding of a certain few of which enables you to better be able to heal and restore yourself and your allies. You gain a Frequency Score which starts at a value of 3. Whenever you gain a level in this class, you increase your maximum Frequency Score by 1. As a bonus action, you must briefly chant or sing as you touch a creature and you may then expend your Frequency Points for the following benefits:

- for each Frequency Point spent, roll 1d6 and the target regains that many hit points.
- expend two Frequency Points to cast the Lesser Restoration spell without expending a spell slot.
- at 10th level, you may expend five Frequency Points to cast the Greater Restoration spell without expending a spell slot.

You regain all expended Frequency Points when you finish a long rest.

Variable Wavelengths

At 6th level, you learn the complete gamut of the frequencies to such a degree that your well-practiced artistry has miraculous and magical effects beyond what your spells are typically capable of. You add to your Bard spell list the ability to learn the 1st level spells Bless and Heroism, the 2nd level spells Aid and Enlarge/Reduce, and the 3rd level spells Haste and Revivify. 

Additionally, for any of the above spells you know, you can expend one Frequency Point for each spell level of the spell you would cast, and you cast that spell without expending a spell slot.

Finally, when you complete a Song of Rest during a short rest, you regain 2 spent Frequency Points.

Harmonic Auras

At 14th level, you learn to create powerful harmonic auras which have a variety of awesome effects on the subjects within them. You learn the Circle of Power spell, and while you are concentrating on this spell, creatures of your choice within the area of the spell regain 1d6 hit points at the beginning of each of your turns. If a creature inside the area of the spell has 0 hit points and is dying, this magical healing will restore them immediately to 1 hit point instead of regaining any additional hit points at the beginning of your turn. Also, at the beginning of your turn, you may spend no more than 2 Frequency Points and increase the healing of this feature by 1d6 to each creature of your choice in the area for each Frequency Point spent.

Additionally, you learn to create an Aura of Frequencies, which bestows a number of effects upon your allies within it. As an action, you create an aura of harmonic sound which thrums softly in a 10 feet radius centered on you. Creatures of your choice inside the aura at the beginning of their turn receive the following benefits until the beginning of that creature's next turn:
- as you use this feature, choose acid, cold, fire, lightning, necrotic, poison, radiant or thunder. Creatures of your choice in the aura gain resistance to the damage type you have chosen.
- whenever such a creature would make an attack roll or saving throw, they may add 1d6 to such rolls.
- whenever such a creature regains hit points from any magical source, including from your Solfeggio Frequencies feature, if the source would restore hit points based on dice rolled, the creature does not roll those dice. Instead, they regain the maximum amount of hit points that each of those dice could restore. 
Your Aura of Frequencies lasts for a number of minutes equal to your Charisma modifier, and once you have used this feature, you must finish a long rest before you can use it again.

Comments

Posts Quoted:
Reply
Clear All Quotes