Homebrew
The College of the Vora'Sola is rarely found in bustling cities or tavern halls. These bards are born of the wild clans and the high peaks. They believe that every soul is a fractured piece of the sun, and through their song, they can ignite that spark. On the battlefield, a Vora'Sola bard is a beacon of hope; their voice can cauterize wounds, blind enemies with radiant light, and tether the souls of their shield-brothers together so that no one fights alone.
(a) a rapier (b) a longsword, or (c) any simple weapon
(a) a diplomat's pack or (b) an entertainer's pack
(a) a lute or (b) lyre
Leather armor and a dagger
Cantrips: You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels.
Spell Slots: The Bard table shows how many spell slots you have to cast your spells of 1st level and higher.
Spellcasting Ability: Charisma is your spellcasting ability for your bard spells.
Ritual Casting: You can cast any bard spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus: You can use a musical instrument as a spellcasting focus for your bard spells.
Bardic Inspiration (d6): (Level 1) Use a bonus action to give a creature a die to add to one ability check, attack roll, or saving throw.
Jack of All Trades: (Level 2) Add half your proficiency bonus to ability checks you aren't proficient in.
Song of Rest: (Level 2) Allies regain extra hit points during a short rest.
Expertise: (Level 3 & 10) Double proficiency bonus for chosen skills.
Font of Inspiration: (Level 5) Regain Bardic Inspiration on a short or long rest.
Countercharm: (Level 6) Use an action to give advantage on saves against being frightened or charmed.
Magical Secrets: (Level 10, 14, 18) Learn spells from any class list.
At 3rd level, you delve into the advanced techniques of the Sun-Kin.
3rd Level: Initiate of the Dawn When you join the College of the Vora'Sola at 3rd level, you learn the Light and Sacred Flame cantrips. These count as bard cantrips for you and do not count against the number of bard cantrips you know. Additionally, you gain proficiency in the Religion or Medicine skill (your choice).
3rd Level: Solar Flare Inspiration You learn to infuse your inspiration with searing light. When a creature has a Bardic Inspiration die from you, they can use it in the following ways: Radiant Strike: When the creature hits a target with a weapon attack, they can expend the Bardic Inspiration die to deal additional Radiant damage equal to the number rolled + your Charisma modifier. Blinding Flash: When the creature is hit by an attack, they can use their reaction and expend the Bardic Inspiration die. The attacker takes Radiant damage equal to the number rolled, and must succeed on a Constitution saving throw against your Spell Save DC or be blinded until the start of their next turn.
6th Level: The Golden Tether Your song connects the life force of your allies. When you cast a spell of 1st level or higher that restores hit points to a creature other than yourself, you can expend one use of your Bardic Inspiration to create a Golden Tether between you and the target for 1 minute. While tethered, if you or the target takes damage, the other can use their reaction to take that damage instead (transferring the pain through the bond). While tethered, whenever you are healed, the tethered ally heals for an amount equal to your Charisma modifier (and vice versa). You can only have one Tether active at a time. 14th Level: Sola’s Ascendance You can unleash the full power of the Vora'Sola. As an action, you assume a form of pure light for 1 minute. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You and any allies within 30 feet of you have resistance to Necrotic and Radiant damage. Whenever an ally within the bright light hits with a weapon attack, they deal extra Radiant damage equal to your Charisma modifier. Once you use this feature, you can’t use it again until you finish a long rest.