Growing up I was raised religious. And during every religious ceremony the room would erupt in beautiful harmonies in reverence for our God. These songs would usually be lead by a single singer. The Cantor. A religious bard.
For whatever reason music seems to be left out of the religious parts in most D&D stories I’ve seen. And I’ve always been drawn to the Bard class because I believe that music is one of the most powerful things in the world. But I very rarely see that idea conveyed, bards 99 percent of the time are usually just kinda smooth-talking rogues who can cast spells.
So, heres my homebrew for a religious bard. Hopefully it coveys the ideas that I’ve discussed here. Leave feedback in the comments or @TLCStageHazard.
If you’re interested in other homebrews, here’s one for a Samurai Class.
The Cantor, Bard of the College of Scripture:
Divine Domain:
Choose one domain related to your deity: Knowledge,
Life, Light, Nature, Tempest, Trickery, or War. Each
domain is detailed at the end of the class description,
and each one provides examples of gods associated
with it. This will grant you various features as you level.
Bonus Proficiencies:
When you join the College of Scripture at 3rd level, you gain proficiency with Religion and one other skill based on your Divine Domain. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
(This does not stack with expertise. If you have already used expertise on these skills, you may switch your expertise onto other skills.)
DIVINE DOMAIN: | SKILL PROFICIENCY: |
Knowledge | History |
Life | Medicine |
Light | Persuasion |
Nature | Nature |
Tempest | Survival |
Trickery | Deception |
War | Athletics |
Death | Arcana |
Domain Spells:
Beginning when you join this College at 3rd level, your list of known spells grows. You may select two spells from your Divine Domains expended spell list. They must be of levels that you can cast.
The chosen spells count as bard spells for your and are not included in the number of Spells Known.
You learn one additional spell in this manner at 5th, 7th, and 9th levels.
Knowledge Domain:
Bard Level: | Spells: |
3rd | Command, Identify, Augury, Suggestion |
5th | Nondetection, Speak With Dead |
7th | Arcane Eye, Confusion |
9th | Legend Lore, Scrying |
Life Domain:
Bard Level: | Spells: |
3rd | Bless, Cure Wounds, Lesser Restoration, Spiritual Weapon |
5th | Beacon of Hope, Revivify |
7th | Death Ward, Guardian of Faith |
9th | Mass Cure Wounds, Raise Dead |
Light Domain:
Bard Level: | Spells: |
3rd | Burning Hands, Faerie Fire, Flaming Sphere, Scorching Ray |
5th | Daylight, Fireball |
7th | Guardian of Faith, Wall of Fire |
9th | Flame Strike, Scrying |
Nature Domain:
Bard Level: | Spells: |
3rd | Animal Friendship, Speak with Animals, Barkskin, Spike Growth |
5th | Plant Growth, Wind Wall |
7th | Dominate Beast, Grasping Vine |
9th | Insect Plague, Tree Stride |
Tempest Domain:
Bard Level: | Spells: |
3rd | Fog Cloud, Thunderwave, Gust of Wind, Shatter |
5th | Call Lightning, Sleet Storm |
7th | Control Water, Ice Storm |
9th | Destructive Wave, Insect Plague |
Trickery Domain:
Bard Level: | Spells: |
3rd | Charm Person, Disguise Self, Mirror Image, Pass Without Trace |
5th | Blink, Dispel Magic |
7th | Dimmension Door, Polymorph |
9th | Dominate Person, Modify Memory |
War Domain:
Bard Level: | Spells: |
3rd | Divine Favor, Shield of Faith, Magic Weapon, Spiritual Weapon |
5th | Crusader’s Mantle, Spirit Guardians |
7th | Freedom of Movement, Stoneskin |
9th | Flame Strike, Hold Monster |
Death Domain:
Bard Level: | Spells: |
3rd | False Life, Ray of Sickness, Blindess/Deafness, Ray of Enfeeblement |
5th | Animate Dead, Vampiric Touch |
7th | Blight, Death Ward |
9th | Anilife Shell, Cloudkill |
Divine Inspiration:
At 6th level, your learn to invoke your deity’s strength when you inspire your allies. Whenever a creature uses one of your Bardic Inspiration die they also heal equal to the number they roll + a bonus equal to your Charima Modifier.
Also, while they hold onto the die they can choose to use their reaction and expend the die to turn a Critical Hit targeted against them into a regular attack.
Aria:
At 14th level you gain the ability to cast a unique spell. This spell does not take a spell slot. The only component it needs is the Verbal.
You being to sing a hymn filled with divine energy granting a grand bonus to you and all allies within 60 ft(on a point centered by you) for one minute. The effect varies based on your divine domain. Once you cast this spell you can’t use it again until you complete a short or long rest.
Divine Domain | Unique Aura: |
Knowledge | All allies have advantage on attack rolls. |
Life | All allies heal for the maximum value of any healing effects. |
Light | All allies gain resistance to necrotic damage and all darkness including magical is dispelled. Undead within range take 3d6 radiant at the start of their turn. |
Nature | All allies gain resistance to fire, cold, lightning, poison,and thunder damage. |
Tempest | All allies gain a flying speed equal to their running speed. |
Trickery | All attacks versus your allies have disadvantage. |
War | All allies gain +10 speed and gain 5 Temporary Hit Points at each of the starts of their turns. |
Death | All allies gain resistance to Necrotic and Radiant Damage. Each foe within range takes 2d8 necrotic damage at the start of their turn. |
Voice of God:
At 20th Level you can choose to forgo Superior Inspiration and take this ability instead.
Anytime you use your “Aria” each ally within range upon the abilities’ activation will recieve a free Bardic inspiration. This is considered an inspiration granted by you.