TEXT:  
  Bardic College 
  The way of a bard is gregarious. Bards seek each other out 
  to swap songs and stories, boast of their accomplishments, 
  and share their knowledge. Bards form loose associations, 
  which they call colleges, to facilitate their gatherings and 
  preserve their traditions. 
  College of Divinity 
  Bards spin great stories and sing legendary songs. Yet some 
  travel not to bring merriment among their audiences, but 
  salvation. Bards that join the College of Divinity swear 
  allegiance to a deity in much the same way a cleric does, 
  dedicating themselves to the cause of evangelism. From 
  that moment on, their stories are those of the gods and their 
  songs are those of the saints. Divine bards seek a better 
  afterlife and a better world, and travel in much the same 
  way as regular bards, but carry a far more uplifting 
  message. 
  Bonus Proficiencies 
  When you join the College of Divinity at 3rd level, you 
  gain proficiency with shields and the Religion skill. Also, 
  you can use a holy symbol (found in chapter 5 of the 
  Player's Handbook) as a spellcasting focus. 
  Sacred Spells 
  Beginning when you enter this college at 3rd level, you 
  gain access to spells normally reserved for clerics and 
  paladins. These divine spells count as bard spells for you 
  but don’t count against the number of bard spells you 
  know. 
  Divinity College Bonus Spells 
  Spell Level 
  Spells 
  1st 
  bless, sanctuary 
  2nd 
  augury, prayer of healing 
  3rd 
  daylight, revivify 
  4th 
  banishment, divination 
  Divine Inspiration 
  By 3rd level, you've learned how to rouse your allies with 
  sacred visions. As a reaction when an ally that can see or 
  hear you within 60 feet makes an ability check, attack roll, 
  or saving throw, you can use your reaction to give that 
  creature a Bardic Inspiration die, which it can use on that 
  roll immediately. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Divine Strike 
  Starting at 6th level, once on each of your turns when you 
  hit a creature with a weapon attack, you can cause the 
  attack to deal an extra 1d6 radiant damage to the target. 
  When you reach 14th level, the extra damage increases to 
  2d6. 
  Divine Intervention 
  By 14th level, you can petition the gods to directly 
  intervene in the affairs of mortals. When a creature you can 
  see within 60 feet rolls a 1 or 20 on an ability check, attack 
  roll, or saving throw, you can expend a Bardic Inspiration 
  die to swap a rolled 20 for a 1, or vice versa. After using 
  this ability, you must complete a short or long rest before 
  using it again. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/College of Divinity.pdf