Base Class: Bard
Most relationships with Gods and Deities are simple; a mortal worships them, and sometimes they grant their boons and blessings upon them. More uncommonly, said Gods or Deities will send an emissary to make a deal with a mortal in exchange for blessings or power, or some mortals are born touched by the divine power of the Gods. But very few mortals are capable of gaining these blessings by merely the force of their own charisma. The College of Hymns don't necessarily worship Gods and Deities, but nonetheless they have been granted favor from them by singing their praises, both figuratively and literally.
A College of Hymns bard often travel the lands, singing of the Gods and what they do for the land. What seems like worship can be genuine interest in the duties these Deities fulfill, and a genuine thankfulness for what they do and represent. That said, it's certainly not uncommon for a College of Hymns bard to be religious, it's just that their power and blessings don't hinge on that.
What's more, not all Gods are good. Thusly, not all College of Hymns bards are good either.
Divine Word
When you join the College of Hymns at 3rd level, you gain the ability to heal those around you with the good word of the Gods.
As an action, expend a use of bardic inspiration, and roll the die. Whatever you roll on your bardic inspiration die, you may then roll that many d4 and heal someone within 60 feet of you that can hear you. This affect doesn't work if they creature cannot hear you.
Well Versed
At 3rd level, you learn to both understanding of the Gods and languages corresponding to them.
You gain proficiency in the Religion skill. If you are already proficient, you gain expertise in this skill instead.
Additionally, you learn the Celestial, Infernal, and Abyssal languages.
Mundane Intervention
At 6th level, you gain the ability to affect the world around you. Inspired by the Gods whom you sing praises of and have learned of, you too feel like you can intervene.
You may expend one use of your bardic inspiration and your reaction to roll your bardic inspiration die. You can add or subtract the value to any attack roll or ability check within 60 feet of you, provided the creature doing so can hear you and you share at least one language with said creature. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails. This effect fails if they cannot hear you.
You cannot use this ability on yourself.
Blessings, Boons, and Curses
At 14th level, the Gods are amused by you and your musings and bless you further.
Whenever you use your Divine Word to heal an ally, if they were at zero hit points, regain a use of your bardic inspiration.
When you use your Mundane Intervention, you can now affect saving throws of creatures as well.
Whenever you use your Mundane Intervention, if you cause a creature to fail, roll your bardic inspiration die once more. They take that much radiant or necrotic damage (your choice). If you cause a creature to succeed, roll your bardic inspiration die once more. They then gain that many temporary hit points.
Previous Versions
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