Bard: College of Remedy

by TheMungoman

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College of Remedy

Bards of the College of Remedy focus on the soothing power that lies in words. Instead of using their verbal prowess to bewilder and disconcert, they seek to put weary minds at ease and calm those who are in turmoil. They wander the land searching for people in need of guidance, reassurance or simply company. Those who engage in conversations and share a drink with these bards often find themselves restored both in mind and body, having found self-confidence and vigor in the traveler’s wise words and dry wit, as well as their aches and bruises mysteriously vanished.

The college’s members hear the stories of the unheard, and in return will imbue them with newfound vitality. And through sharing these tales, they may pass this healing on from person to person, so that others may find their own strength in them.

Curative Prowess

When you join the College of Remedy at 3rd level, your medicinal abilities improve. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + your proficiency bonus.

Additionally, you gain proficiency in the Medicine skill. Whenever you use a Healer’s Kit to stabilize an unconscious or dying creature, you expend no uses from it.

Bolstering Cheer

Also at 3rd level, your encouraging words bring your allies relief and respite. If you grant a creature Bardic Inspiration, the creature can instead use its bonus action to roll the die twice and be healed for the subsequent amount. If the inspired creature is incapacitated, it automatically rolls the dice on its turn and regains the amount rolled in hit points. Once either of these effects are used, the Bardic Inspiration die is lost.

Peace of Mind

At 6th level, you gain the ability to speak words of comfort that break through the strongest of barriers. As an action, you can choose three creatures within 30 ft of you. If they are charmed, frightened, or stunned, the status condition ends. You must be able to speak and the creatures must be able to hear you to benefit from this effect. Once you use this feature, you cannot do so again until you complete a long rest.

Paramount Physician

At 14th level, you fully master the art of the soothing word:

  • When a creature you have granted Bardic Inspiration to uses it to restore its hit points, it can also end a disease or one of the following conditions afflicting it. The condition can be Blinded, Charmed, Frightened, Paralyzed, Poisoned, or Stunned. Once a creature cures itself of one of these conditions using this feature, it cannot do so again until it finishes a long rest.
  • You can cast Greater Restoration without expending a spell slot and without providing the material component. Once you cast it this way, you can’t cast it using this feature again until you finish a long rest.

Art Credit: Hudin Santos

 

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