College of Benevolence
Bonus Proficiency
When you join the College of Benevolence at 3rd level, you gain
proficiency with the Medicine skill.
Merciful Inspiration
At 3rd level, the magic laced into your voice can bring your
comrades back from the brink of death.
When a creature within 60 feet of you is
reduced to 0 hit points but not killed outright,
you can use your reaction to expend one use
of Bardic Inspiration, rolling the Bardic
Inspiration die and causing the creature’s
hit point value to equal the number rolled,
rather than 0.
Once you use this feature on a creature,
that creature can’t benefit from this feature
again until it finishes a short or long rest.
Trained Physician
Also at 3rd level, your extensive training
in medicine has made you especially
well-versed in the use of healer’s kits.
When you spend a use of a healer’s
kit, you can choose to make a DC 10
Wisdom (Medicine) check. On a
successful check, the use isn’t
expended, as you are able to
make do with limited aid
from the kit. If the target
is at 0 hit points and you
roll a 20 on the d20 used
for this check, the target
regains 1 hit point.
Additionally, you can use a healer’s kit to treat disease. By spending a use of a healer’s kit and taking 10 minutes carefully treating a creature’s illness, you can grant that creature a bonus to its next Constitution saving throw made to recover from that disease. This bonus equals the bonus that you apply to your Wisdom (Medicine) checks. Pact of Forgiveness Beginning at 6th level, you can cut a deal with a hostile creature as it falls—sparing its life, in return for its cooperation. When a hostile creature within 60 feet of you that is capable of speaking a language is reduced to 0 hit points, you can use your reaction to speak with it telepathically in the moments before it passes on. The message you give it must be 25 words or less, and it must include some kind of deal that it can agree or disagree with, in exchange for its life. For example, if you were to use this feature on a mysterious assassin, you could state “Tell me who hired you, and I will spare your life.” If it disagrees with your terms or is unable to fulfill them, its death completes as normal. If it agrees with them, however, it is left unconscious at 0 hit points, yet stable. When it awakens, it is forced to comply with whatever it agreed to. This forced compliance ends after 30 days, when you choose to end it, or if wish is cast on the target. For the next 45 days, you are also expected to hold up your end of the deal. If during this duration you or your companions damage or cast a harmful spell upon the creature without first being attacked by it, you become unable to use this feature again for the next 30 days, and the forced compliance ends. As soon as the creature receives the message, it is granted all the information on this feature it would need to make an informed decision. Most importantly, it knows that it will be forced to comply if it accepts, and it knows that you will be negatively impacted if you don’t hold up your end of the deal. Once you use this feature, you can’t use it again until you finish a short or long rest. You also can’t use the feature if you already have another creature under forced compliance. Calming Presence Starting at 14th level, your magical presence can cause hostilities to cease before they even begin. When you roll initiative, you can use your reaction to immediately cast calm emotions, without expending a spell slot. When you cast calm emotions in this way, you can choose to target any number of creatures that you can see within 120 feet of you, rather than a just targeting a 20-foot sphere, and the creatures you target don’t need to be humanoid. Additionally, creatures make their save against this spell with disadvantage. Once you use this feature, you can’t use it again until you finish a long rest.
Additionally, you can use a healer’s kit to treat disease. By spending a use of a healer’s kit and taking 10 minutes carefully treating a creature’s illness, you can grant that creature a bonus to its next Constitution saving throw made to recover from that disease. This bonus equals the bonus that you apply to your Wisdom (Medicine) checks. Pact of Forgiveness Beginning at 6th level, you can cut a deal with a hostile creature as it falls—sparing its life, in return for its cooperation. When a hostile creature within 60 feet of you that is capable of speaking a language is reduced to 0 hit points, you can use your reaction to speak with it telepathically in the moments before it passes on. The message you give it must be 25 words or less, and it must include some kind of deal that it can agree or disagree with, in exchange for its life. For example, if you were to use this feature on a mysterious assassin, you could state “Tell me who hired you, and I will spare your life.” If it disagrees with your terms or is unable to fulfill them, its death completes as normal. If it agrees with them, however, it is left unconscious at 0 hit points, yet stable. When it awakens, it is forced to comply with whatever it agreed to. This forced compliance ends after 30 days, when you choose to end it, or if wish is cast on the target. For the next 45 days, you are also expected to hold up your end of the deal. If during this duration you or your companions damage or cast a harmful spell upon the creature without first being attacked by it, you become unable to use this feature again for the next 30 days, and the forced compliance ends. As soon as the creature receives the message, it is granted all the information on this feature it would need to make an informed decision. Most importantly, it knows that it will be forced to comply if it accepts, and it knows that you will be negatively impacted if you don’t hold up your end of the deal. Once you use this feature, you can’t use it again until you finish a short or long rest. You also can’t use the feature if you already have another creature under forced compliance. Calming Presence Starting at 14th level, your magical presence can cause hostilities to cease before they even begin. When you roll initiative, you can use your reaction to immediately cast calm emotions, without expending a spell slot. When you cast calm emotions in this way, you can choose to target any number of creatures that you can see within 120 feet of you, rather than a just targeting a 20-foot sphere, and the creatures you target don’t need to be humanoid. Additionally, creatures make their save against this spell with disadvantage. Once you use this feature, you can’t use it again until you finish a long rest.
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