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Divine Bard

By March 28, 2016September 15th, 2022Bard

Bardic College
Comments from the Finger: This was always a weird class variation from 3.5, and I’m still unsure why it was so notable. Regardless, the theme works exceptionally well in practice and, if you really want to play a cleric AND a bard, this is the subclass for you.

College of Divinity

Bards spin great stories and sing legendary songs. Yet some travel not to bring merriment among their audiences, but salvation. Bards that join the College of Divinity swear allegiance to a deity in much the same way a cleric does, dedicating themselves to the use of evangelism. From that moment on, their stories are those of the gods and their songs are those of the saints. Divine bards seek a better afterlife and a better world, and travel in much the same way as regular bards, but carry a far more uplifting message.

Bonus Proficiencies
When you join the College of Divinity at 3rd level, you gain proficiency with shields and the Religion skill. Also, you can use a holy symbol (found in chapter 5 of the Player’s Handbook) as a spellcasting focus.

Sacred Spells
Beginning when you enter this college at 3rd level, you gain access to spells normally reserved for clerics and paladins. These divine spells count as bard spells for you but don’t count against the number of bard spells you know.

Divinity College Bonus Spells

Spell Level    Spells
1st  bless, sanctuary
2nd  augury, prayer of healing
3rd  daylight, revivify
4th  banishment, divination

Divine Inspiration
By 3rd level, you’ve learned how to rouse your allies with sacred visions. As a reaction when an ally that can see or hear you within 60 feet makes an ability check, attack roll, or saving throw, you can use your reaction to give that creature a Bardic Inspiration die, which it can use on that roll immediately.

Divine Strike
Starting at 6th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d6 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d6.

Divine Intervention
By 14th level, you can petition the gods to directly intervene in the affairs of mortals. When a creature you can see within 60 feet rolls a 1 or 20 on an ability check, attack roll, or saving throw, you can expend a Bardic Inspiration die to swap a rolled 20 for a 1, or vice versa. After using this ability, you must complete a short or long rest before using it again.

 

Changelog: 3/28/16: Bonus Spells: Changed to progress with spell level, rather than bard level.

 

 

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