College of Benevolence
Bard
Level 3: Benevolent Training
You gain proficiency in the Medicine skill. If you already have proficiency in Medicine, you gain proficiency in another skill of your choice from the Bard skill list. In addition, you can take the Utilize action to administer a Healer's Kit or stabilize a creature as a Bonus Action.
Level 3: Merciful Inspiration
Your magic can pull an ally back from the brink of death. When a creature you can see within 60 feet of you would be reduced to 0 Hit Points but not killed outright, you can use your Reaction and expend one use of your Bardic Inspiration. Roll your Bardic Inspiration die. The creature instead drops to a number of Hit Points equal to the number rolled.
Once a creature benefits from this feature, it can't benefit from it again until it finishes a Short or Long Rest.
Level 6: Celestial Protection
The celestial magic woven into your soul warns you of danger and shields those under your care. You gain Advantage on Initiative rolls.
In addition, when Initiative is rolled, choose a number of creatures you can see within 30 feet of you equal to your Charisma modifier (minimum of one creature). Each chosen creature gains Temporary Hit Points equal to your Bard level.
Finally, you always have the Sanctuary spell prepared. It counts as a Bard spell for you and doesn't count against your prepared spells.
Level 14: Calming Presence
Your mere presence can halt violence before it begins. When Initiative is rolled, you can immediately cast Calm Emotions without expending a spell slot or Material Components. When cast in this way:
- The spell's range becomes 120 feet.
- You can target any number of creatures you can see within range rather than creatures in a 20-foot-radius sphere.
- The spell can affect any creature type.
- Creatures have Disadvantage on their saving throws against the spell.
Once you use this feature, you can't do so again until you finish a Long Rest.