My Documents
Become a Patron!
# Bard # ### College of Hope Bards of the College of Hope have learned how to soothe wounds and strengthen resolve with a simple harmony. They travel the world searching for new songs and stories to tell, and places where there performances are most needed. Bringing with them a skip in their step and songs of hope and renewal, they inspire those around them to find something to live for, even when all seems lost. #### Bonus Proficiencies When you join the College of Hope at 3rd level, you gain proficiency in the Medicine skill. If you are already proficient in the Medicine skill when you gain this feature, your proficiency bonus is doubled when making Medicine skill checks. #### Hopeful Inspiration Also at 3rd level, you learn to inspire others to stand ready against incoming attacks. As a bonus action, you can expend a use of Bardic Inspiration to give a healing performance. When you do so, choose a number of allies who you can see and who are conscious and can hear you within 30ft of you, up to a number of them equal to your Charisma modifier (minimum of one). Each target heals 1d6 hit points. The number of hit points increases when you reach certain levels in this class, increasing to 1d8 at 5th level, 1d10 at 10th level, and 1d12 at 15th level. Starting at 7th level, targets healed in this way also gain resistance to all nonmagical bludgeoning, piercing, and slashing damage until the start of your next turn. Starting at 11th level, when you use this ability, choose a damage type from among the following: cold, fire, lightning, thunder, and poison. Targets gain resistance to all nonmagical bludgeoning, piercing, and slashing damage, as well as the chosen damage type until the start of your next turn. Alternatively, if a creature would fall unconscious within 60ft of you, you can use your reaction to give them Bardic Inspiration before they fall unconscious. If a creature's death saving throw would meet or exceed 20 after adding the result of a Bardic Inspiration die given by you in this way, they become stabilized and gain 1 hit point. A creature must finish a long rest before receiving this benefit again. #### College Spells Beginning when you enter this college at 3rd level, you gain access to spells to aid in the healing arts. The following spells are added to the bard spell list for you.
##### Expanded Spell List | Spell Level | Spells | |:----:|:-------------| | 1st | *bless, sanctuary, shield of faith* | | 2nd | *barkskin, prayer of healing, protection from poison*| | 3rd | *aura of vitality, beacon of hope, revivify* | | 4th | *aura of life, death ward, stoneskin* | #### Song of Profound Rest Starting at 6th level, creatures who can hear your Song of Rest that would gain hit points at the end of a short rest gain an additional 2d6 hit points. The extra hit points increase when you reach certain levels in this class: to 2d8 at 9th level, to 2d10 at 13th level, and to 2d12 at 17th level. Additionally, any creature that finishes a short rest while hearing your Song of Rest reduces their level of exhaustion by 1. After gaining this benefit, a creature must finish a long rest before gaining it again. #### Stalwart Inspiration Starting at 14th level, whenever a creature would roll a Bardic Inspiration die given by you and the result is a 1 or 2, they may reroll that die and must take the new result, even if it is a 1 or 2. Additionally, when a creature rolls a Bardic Inspiration die given by you, they gain temporary hit points equal to your bard level plus your charisma modifier. If a creature that gains temporary hit points in this way already has temporary hit points, they may choose either amount, but may not add them together. \pagebreak # Druid # ### Circle of Regrowth Druids of the Circle of Regrowth are empassioned caretakers of the living things in the wild, using the magic present in nature to help foster healing and rejuvenation wherever it is needed. These druids are often found near humanoid civilization, for conflict between the civilized realms and the wild means there's often work to be done for someone with their skills. They frequently lend their services to man and beast alike, and many seasoned druids of the Circle of Regrowth spend time as healers for communities on the streets and in the woods; life is an absolute, and it is their duty to protect and nurture it. #### Rejuvenation Starting at 2nd level, you learn how to channel the adaptive power of nature into a surge of healing energy. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your druid level × 4. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. This ability can be used while in a Wild Shape. #### Circle Spells Your connection with the healing cycles of nature grant you an affinity with certain spells. At 3rd, 5th, 7th, and 9th level you gain access to the following spells: ##### Circle of Regrowth Spells | Level | Circle Spells | |:----:|:-------------| | **3** |*cure wounds*, *healing word*| | **5** | *mass healing word, revivify*| | **7** | *conjure woodland beings, death ward* | | **9** | *greater restoration, mass cure wounds*| ###### Once you gain access to a spell on this list, you always have it prepared, and it does not count towards the total number of spells you can prepare each day. #### Life Finds a Way Starting at 6th level, whenever you roll dice to determine the number of hit points a druid spell of yours restores and the roll is a 1 or a 2, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. #### Essence of the Wild Starting at 10th level, whenever you cast a non-harmful spell of spell level 1 or higher targeting a single friendly creature or use your Rejuvenation class feature on a target, you may imbue them with the power of one of nature’s beasts for one minute: **Bear's Strength:** Gain a +2 bonus to your Strength score and gain advantage on skill checks to pull, push, or lift an object. **Boar's Fortitude:** Gain a +2 bonus to your Constitution score and gain advantage on saving throws made to resist poisons and diseases. **Serpent's Grace:** Gain a +2 bonus to your Dexterity score and gain advantage on acrobatics checks. Gain the ability to move through occupied spaces as if they were normal terrain. **Badger's Will:** Gain a +2 bonus to your Wisdom score and gain advantage on saving throws made to resist charm and fear effects. ###### A creature cannot benefit from more than one of these effects at a time. If you would imbue a target with a new effect while one is already active, the benefits of the previous effect fade. You may use this ability a number of times equal to your Wisdom modifier (minimum 2). At 14th level, you may use this ability a number of times equal to your Wisdom modifier plus half your proficiency bonus (rounded down). You regain expended uses of this ability after a long rest. #### Genesis Starting at 14th level, whenever you heal another creature that is missing hit points, you regenerate a number of hit points equal to half your druid level (rounded up) at the beginning of each of your turns for one minute; healing another creature while this effect is active refreshes its duration. Taking necrotic damage ends this effect and prevents you from gaining its benefits again until your next turn. In addition, when a healing spell you cast would heal a creature other than yourself to its maximum hit points and have leftover healing, that creature gains temporary hit points equal to the leftover healing, up to one quarter of the creature’s hit point maximum (rounded up). If this ability would bestow a creature with temporary hit points when they already have temporary hit points, that creature may choose which amount to keep, but may not add them. \pagebreak # Ranger # ### Sage Conclave ### Rangers of the Sage Conclave have spent their lives living in the wilds and learning how to nurture and protect life. Through their empirical studies they've learned how to channel the energy of nature itself in order to mend wounds and cure disease. #### Revitalizing Arrows Beginning when you take this ranger conclave at 3rd level, you can use a bonus action to create a Revitalizing Arrow made of restorative magic that lasts ten minutes. You can only have one Revitalizing Arrow created at a time. You can create a number of Revitalizing Arrows equal to your Wisdom modifier (minimum 1), and regain uses of this feature after a short or long rest. You can use an arrow created using this feature to create a zone of healing energy. Firing the arrow at a point you choose within your weapon’s normal range causes the energy in the arrow to disperse into a 10-foot radius zone centered on the arrow, which lasts a number of rounds equal to your wisdom modifier (minimum 1). Alternatively, you may fire a Revitalizing Arrow at a willing target. Doing so creates a healing aura to extend 5 feet around the target, which moves with them. Using a bonus action, you can choose a number of creatures within one zone or aura, up to a number of them equal to your wisdom modifier. Each creature chosen this way regains 1d4 hit points. The amount of healing increases when you reach certain levels in this class, increasing to 2d4 at 5th level, to 3d4 at 9th level, to 4d4 at 13th level, and to 5d4 at 17th level. #### Extra Attack Beginning at 5th level, you can attack twice, instead of once, when you take the Attack action on your turn. #### Sage's Salve Starting at 7th level, you gain proficiency on saving throws made to resist poisons and diseases. Additionally, any creature healed by your Revitalizing Arrow has advantage on the next saving throw made to resist a poison or disease. This effect lasts for one minute. #### Empowered Revitalization Starting at 11th level, whenever you roll dice to determine the number of hit points a Revitalizing Arrow of yours restores and the roll is a 1 or a 2, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. In addition, when you would roll for initiative and have no more uses of Revitalizing Arrow, you gain one use of Revitalizing Arrow. #### Sage's Vigilance Starting at 15th level, whenever an ally that you can see within range of your weapon takes damage, you can use your reaction to create and fire a Revitalizing Arrow at their location. A Revitalizing Arrow fired this way immediately heals targets of your choosing as if you had used a bonus action to do so.