I’ve got a bard that is devoted to Chauntea for her backstory, and I wasn’t happy with the available bard subclasses, so we decided we brew something. The idea is to create a bard that follows a god and brings their message to the world. I tried to make it as open as possible to any god someone would choose. Any feedback would be great! Here's a link to a page where it's easier to read: The Homebrewery - NaturalCrit
Bards of the College of Worship sing the messages of the gods. They are found in temple courts, holy places, and along the road, providing sweet music that points listeners to their deity. Followers of this path study with Clerics, Paladins, and other holy priests in an effort to understand their deity and channel their power. Their fervor infuses their musical magic with divine qualities beyond the arcane.
Bards of this college are welcomed wherever their faith is accepted. Although their performances are not designed for spectacle or amazement, listeners are always heartened and encouraged to seek answers outside their material circumstances. Ultimately, it is their deity that they perform for, and their power that leads them through their darkest trials.
Schooled in the Faith
When you choose this college at 3rd level, choose a patron deity. Then select a Cleric Domain or Paladin Oath from the PHB that relates to your chosen deity. You gain access to the expanded spell list for that domain or oath. Any spell chosen counts a bard spell for you. Spells from the expanded list chosen as part of leveling are included in the number of Spells Known column of the Bard table. Your bardic instrument also becomes a holy symbol and spellcasting focus.
You also gain proficiency with medium armor and the Religion skill. If you are already proficient with Religion, you may choose another skill related to your deity.
Divine Inspiration
Additionally at 3rd level, your deity grants you the ability to infuse your inspiration with holy power. Whenever a creature targeted by your Bardic Inspiration feature uses their Bardic Inspiration die, you can use your reaction to grant additional benefits depending on what kind of roll the Inspiration die was added to.
By 6th level, your deity has gifted you with the ability to channel their divine magic through your song in a similar way to other holy warriors. You gain one use of the Channel Divinity feature, which recharges on a short rest or long. Choose one of the Channel Divinity options related to your chosen domain or oath. You may choose Turn Undead regardless of your chosen domain or oath.
If a Channel Divinity option requires a saving throw, the DC equals your bard spellcasting DC.
Voice of the Gods
Beginning at 14th level, your connection to your deity allows you to communicate with them directly and deliver their message to the world.
You gain the ability to cast the Commune spell as a ritual once per long rest.
Additionally, you may enrapture an audience with a divine message. As an action, you may begin a performance that lasts for 10 minutes or until you do not use your action to continue the performance. Choose any number of creatures within 30 feet of you that can hear you. Target creatures must make a contested Wisdom (Insight) check against your Charisma (Performance) check. They have advantage on the check if you or your companions are fighting them. On a successful save, targets ignore your performance and it has no effect.
On a failed saving throw, targets are charmed as they believe that your words are the direct words of your deity. Their speed becomes zero while within range, and they can take no actions or reactions while they listen. Targets will follow any course of action you describe, provided it is not harmful, as under the Suggestion spell. This effect lasts 1 hour for each minute of the performance you complete. If you complete the full 10 minute performance, each creature makes a Wisdom saving throw against your spell DC. On a success, targets follow the suggested course of action to the best of their ability for the 10 hours. On a failed save, affected creatures do so for the rest of their lives or until dispel magic is cast on them.
Once you use this feature, you cannot use it until you complete a long rest.
Bards of the College of Worship sing the messages of the gods. They are found in temple courts, holy places, and along the road, providing sweet music that points listeners to their deity. Followers of this path study with Clerics, Paladins, and other holy priests in an effort to understand their deity and channel their power. Their fervor infuses their musical magic with divine qualities beyond the arcane.
Bards of this college are welcomed wherever their faith is accepted. Although their performances are not designed for spectacle or amazement, listeners are always heartened and encouraged to seek answers outside their material circumstances. Ultimately, it is their deity that they perform for, and their power that leads them through their darkest trials.
Schooled in the Faith
When you choose this college at 3rd level, choose a patron deity. Then select a Cleric Domain or Paladin Oath from the PHB that relates to your chosen deity. You gain access to the expanded spell list for that domain or oath. Any spell chosen counts a bard spell for you. Spells from the expanded list chosen as part of leveling are included in the number of Spells Known column of the Bard table. Your bardic instrument also becomes a holy symbol and spellcasting focus.
You also gain proficiency with medium armor and the Religion skill. If you are already proficient with Religion, you may choose another skill related to your deity.
Divine Inspiration
Additionally at 3rd level, your deity grants you the ability to infuse your inspiration with holy power. Whenever a creature targeted by your Bardic Inspiration feature uses their Bardic Inspiration die, you can use your reaction to grant additional benefits depending on what kind of roll the Inspiration die was added to.
- If the Inspiration die was added to an ability check, the creature adds half the number rolled to the check in addition to the original roll.
- If the Inspiration die was added to an attack roll and the attack hits, the creature adds the number rolled to damage as well. The damage is radiant or necrotic, your choice.
- If the Inspiration die was added to a saving throw, the creature regains hit points equal to the number rolled.
By 6th level, your deity has gifted you with the ability to channel their divine magic through your song in a similar way to other holy warriors. You gain one use of the Channel Divinity feature, which recharges on a short rest or long. Choose one of the Channel Divinity options related to your chosen domain or oath. You may choose Turn Undead regardless of your chosen domain or oath.
If a Channel Divinity option requires a saving throw, the DC equals your bard spellcasting DC.
Voice of the Gods
Beginning at 14th level, your connection to your deity allows you to communicate with them directly and deliver their message to the world.
You gain the ability to cast the Commune spell as a ritual once per long rest.
Additionally, you may enrapture an audience with a divine message. As an action, you may begin a performance that lasts for 10 minutes or until you do not use your action to continue the performance. Choose any number of creatures within 30 feet of you that can hear you. Target creatures must make a contested Wisdom (Insight) check against your Charisma (Performance) check. They have advantage on the check if you or your companions are fighting them. On a successful save, targets ignore your performance and it has no effect.
On a failed saving throw, targets are charmed as they believe that your words are the direct words of your deity. Their speed becomes zero while within range, and they can take no actions or reactions while they listen. Targets will follow any course of action you describe, provided it is not harmful, as under the Suggestion spell. This effect lasts 1 hour for each minute of the performance you complete. If you complete the full 10 minute performance, each creature makes a Wisdom saving throw against your spell DC. On a success, targets follow the suggested course of action to the best of their ability for the 10 hours. On a failed save, affected creatures do so for the rest of their lives or until dispel magic is cast on them.
Once you use this feature, you cannot use it until you complete a long rest.