Celestial Conductor
Deep within each Celestial Conductor is the desire to sing hymns to the heavens and make songs that reach the gods of the heavens themselves. They weave magic much like a conductor guides an orchestra, making arcane sonatas for every celestial body to protect themselves and those they love.
Subclass Features
Movement I: Star’s Inspiration
You weave magic that twinkles like the stars to hide yourself and heal and empower those you care about. When you take a bonus action to give a creature Bardic Inspiration, you can become Invisible until the end of your next turn or until you make an attack roll, deal damage, or cast a spell. In addition, when you restore hit points to a creature with a spell they gain temporary hit points equal to one roll of your Bardic Inspiration Die + your CHA modifier (Minimum 1). While they have temporary hit points from this feature their movement speed is increased by 10 ft.
Interlude: Celestial Knowledge
You learn magic from nature that adds to your arcane orchestral capabilities. You learn one Druid cantrip that does not count towards the number of spells you know. Each time you gain a Bard level you can replace the cantrip with another one of your choice from the Druid list. In addition you gain proficiency with one of the following skills: Animal Handling, Insight, Medicine, Nature, Perception or survival.
Movement II: Moonlit Blessing
The gentle light of the moon inspires soothing tones that add to your arcane orchestra. You always have the spell Moonbeam prepared. When you cast the spell Moonbeam, you can modify the spell so you sooth your allies even as you damage your enemies. Creatures you choose within the effects of Moonbeam regain 2D4 hit points at the start of each of your turns.
You can modify Moonbeam this way once per long rest, or you can expend a use of Bardic Inspiration to regain the use of this feature.
Movement III: Sun’s Splendor
You suffuse your magic in the rays of the sun to capture its glory in your song. When you use your Star’s Inspiration feature to inspire an ally, that ally can use their reaction to shed Bright Light in a 10 ft radius around themselves, forcing each creature within the light to make a CON saving throw DC each to your spell save DC taking 4D4 Radiant damage and becoming Blinded until the end of their next turn or taking half as much on a successful save and are not Blinded. As the light fades the target of your Bardic Inspiration can choose to be teleported to space they can see within 60 ft of them that is unoccupied.
Final Movement: Eternal Round
Like the heavens revolve in an eternal round you revisit the power you gained at the beginning of your celestial journey. When you give temporary hit points to a creature using your Star’s Inspiration feature, they gain an additional 1D8 temporary hit points and can choose to become Invisible until the end of their next turn or until they make an attack, deal damage, or cast a spell.