Base Class: Bard
Bards from this college learn how to animate the basic elements of the world with their songs. Creating elementals with their songs they delve even the most dangerous places for their allies are the elements themselves.
Song of Elemental Awakening
At 3rd level, you learn how to awaken lesser elementals to do your bidding. Once per day you can as an action spend a use of your bardic inspiration and summon a (Mud, Smoke, Steam, Dust, Ice, Magma) Mephit that acts as your guardian and companion. You can telepathically speak and control the mephit. The mephit lasts for one day and in combat shares your initiative count. It is a free action to control the Mephit.
You require a mud patch to summon a mud mephit or a smoke to summon smoke mephit, steam for steam mephit or dust for the dust mephit and ice for the ice mephit or magma for the magma mephit
Song of Water Storm Earth and Fire
At 6th level, Your summoned Elementals begin to grow in power. Their attacks are now equal to your spell attacks and the DC for effects they do is your spell save DC.
Additionally their hp increases by 5 hp each time you gain a level starting at this level for a total of 75 hp at level 20 and their armor class increases by an amount equal to your proficiency bonus.
You can have only one elemental summoned and you cannot concentrate on a summon spell while you have your elemental guarding you.
Song of Greater Awakening
Starting at 14th level, you can once a day as an action spend two uses of your bardic inspiration to summon one even more powerful elemental (Air, Earth, Fire and Water) Elemental for one day.
They do not Benefit from Song of Water Storm Earth and Fire and instead gain hp increase by 5 each level starting from this for a total of 35 additional hp and their attacks and DC are based on your spell attacks and spell save DC.
You can have only one elemental summoned and you cannot concentrate on a summon spell while you have your elemental guarding you.
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