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College of Scripture

Divine the Divine When you join the College of Scripture at 3rd level, you gain proficiency in the Religion skill, as well as with calligrapher's supplies. Additionally, you can read and understand holy books or religious texts regardless of the language they are written in. Prayer to the Pantheon Starting at 3rd level, you learn to beseech aid from those on high. When you inspire a creature with your Bardic Inspiration, you can speak a prayer to enhance the inspiration with divine power. When you do so, choose a deity to dedicate your prayer to from the options below: God of Life. When the creature regains hit points, it can roll its Bardic Inspiration die and regain additional hit points equal to the result. Alternatively, if the creature gains temporary hit points, it can roll its Bardic Inspiration die and gain additional temporary hit points equal to the result. God of Magic. The creature can use a bonus action to roll its Bardic Inspiration die, teleporting to an unoccupied space a number of feet away from it equal to or less than 5 × the number rolled on the die. God of War. If the creature takes damage, it can roll its Bardic Inspiration die and deal an amount of radiant damage to the damaging creature equal to the result. Judgment At 6th level, when you cast a bard spell of 1st level or higher with verbal components, you can choose to speak with devout fervor. If you do so, your voice booms three times as loud, becoming clearly audible out to 120 feet, and you can choose one target of the spell other than yourself. If the target is a friendly creature, it gains temporary hit points equal to your Charisma modifier for 1 minute. Alternatively, if the target is instead a hostile creature, it must succeed on a Wisdom saving throw against your spell save DC or take thunder damage equal to your Charisma modifier. Conduit of Divinity At 14th level, while you are concentrating on a bard spell of 1st level or higher, you can use your action to begin channeling divine power. While channeling in this way, you have advantage on saving throws to maintain your concentration, and when a creature fails its saving throw against one of your Bard spells, you can deal radiant damage to it equal to your Bardic Inspiration die. Your channeling ends when you choose to end it (no action required), or when you stop concentrating.

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