Bard
Base Class: Bard

The College of Remedy teaches how best to heal others, physically, mentally, and emotionally.  

Words of Remedy

When you join the College of Remedy at 3rd level, you gain the ability to heal a creature through calming words. 

as a bonus action you can expend one use of your Bardic Inspiration to heal a creature within 30 ft. of you by 2d4. 

The amount healed increases when you reach certain levels in this class, increasing to 3d4 5th level, 5d4 at 10th level, and 8d4 at 15th level.

Calming Discourse

At 3rd level, you learn to infuse your words with calming magic that can pacify a target. 

If you speak to a humanoid alone for at least 1 minute, you can attempt to calm the target's mind and get them to open up about the things that trouble them. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. The target is charmed in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.

the target considers you a friend and is willing to share information that they would share to a close friend. once the hour is over the target feels a great weight has been lifted from them, and is unaware that they had been charmed. 

If the target succeeds on its saving throw, the target has no hint that you tried to charm it.

Once you use this feature, you can’t use it again until you finish a short rest or long rest.

Hearth of Unspoken Words

At 6th level, you gain the ability to fully understand a humanoid that you have a connection with. you may target a humanoid that is either charmed by you, or a willing humanoid over the span of a minute, gaining a mental connection with them. 

You can use the mental connection as an action. When you do so, the connection vanishes, magically transforming into a disguise that appears on you. You now look like the person, exactly as when you gained the connection. This disguise lasts for 1 hour or until you end it as a bonus action.

While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories. along with that your body is changed to match their description, unlike the effect of something like disguise self this effect has a physical form.

Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.

Once you gain a Mental connection with this feature, you can't gain another one with it until you finish a short or long rest. the connection lasts until you use it or until you gain a new connection in which you replace the old one with the new one.

Sound of Mind

Starting at 14th level, once per long rest, you can weave calming magic into the mind of a humanoid afflicted by a harmful influence. If the humanoid fails a save against an effect (poisoned, blinded, deafened, petrified, or paralyzed) contracts a disease, is cursed, or inflicted with madness then you can target them. The creature makes a con or charisma save (your choice) against a dc of 10 + your profiency. If they succeed, then they save against the effect and become immune to it for the next 24 hours.

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