Bard College - College of Preaching

Churches and cults often require preachers to spread their gospel and god's wisdom to attract additional believers. Bards who follow the College of Preaching are almost universally religiously devoted individuals who use their oration skills in service of their god or gods. Rare indeed it is to find an irreligious preacher, though it does happen, on occasiona. These bards may often find themselves in adventuring groups as a way to gain protection and notoriety as they spread the doctrine to the faithful and soon-to-be faithful.

Preacher's Doctrine

When you take this archetype at 3rd level you gain proficiency in the Religion and Performance skills. If you already had proficiency in either or both skills, you can instead choose different skills from the Cleric skill list.

Inspiring Prayer

When you grant a creature your bardic inspiration you mutter a short prayer. When the creature uses the bardic inspiration, they can choose to either gain hit points or temporary hit points equal to the roll, in addition to its normal effect.

Captivating Sermon

Once you reach 6th level you can begin a sermon as an action. Creatures you choose that can hear you must succeed on a Wisdom saving throw or be Incapacitated and have their move speed reduced to zero for one minute or until they take damage. So powerful is your oration that the creatures do not need to understand the language you speak. Once this effect is broken, they have disadvantage on Wisdom and Charisma saving throws for the remainder of the minute. Creatures immune to the Charmed condition are immune to your sermon, and you can perform a sermon once per long rest. At 12th level you can perform this twice per long rest, but require a short rest between sermons.

Divine Gifts

The devotion to your god grants you additional powers once you reach 14th level. You gain resistance to radiant damage. In addition, when a creature that can hear you rolls a 20 or a 1 on an attack or saving throw, you can use your reaction to convey some divine wisdom that change the roll into the opposite number - a 20 turns to a 1, and a 1 turns into a 20. You must complete a short rest before being able to use this again.