Base Class: Bard
Bards of the College of the Ancients have deep knowledge in the area of nature magic, and they often wander the wilderness, collecting knowledge on the magic of the earth. They are most often wandering singers and skalds, traveling through ancient forests and long abandoned roads, often singing to nobody at all. They wish, first and foremost, to protect and honor nature. They tell tales of great floods and good harvests, tremendous storms and frightening gales. They learn to be one with nature.
Bonus proficiencies
When you join the College of the Ancients at 3rd level, you gain proficiency with medium armor, shields, and the Nature skill
Words of the Ancients
Also at 3rd level, you learn how to command plants to sprout up and grasp at the heels of your foes, impeding their movement. When a creature that you can see within 60 feet of you begins moving, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and reducing the creature’s speed by a number of feet equal to the number rolled x 5 until the end of their turn. This cannot reduce a creature’s speed below 5 feet.
Hand of the Ancient's
Starting at 6th level, you can cast gaea’s hand at will, without expending a spell slot or material components.
Gaea's Hand is a homebrew spell shown below.
Gaea's Hand
1st-level conjuration (Druid, Ranger, Warlock, Wizard)
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute.
You conjure a makeshift arm made of weeds and branches that sprouts out of a point you can see within range. When within 5 feet of the arm, you may give it a one-handed melee weapon to fight with (no action required). The weapon given to it must be a weapon of a size you could wield.
As a bonus action on your turn, you may command the arm to strike a foe within 5 feet of it. Make a melee spell attack. On a hit, the target takes 1d4+your spellcasting ability modifier bludgeoning damage. If a weapon was given to the arm, it instead uses that weapon’s damage die and damage type.
Song of Awakening
At 14th level, you learn an ancient melody that can awaken a small non-magical shrub. While standing next to a shrub, you may sing for 1 minute and roll a Bardic Inspiration die, awakening the shrub and adding the number rolled as temporary hit points for the creature, which uses the statistics for the awakened shrub. The shrub remains awakened and under your command until you complete a long rest, at which point it returns to being a normal plant.
As a bonus action on your turn, you can command any shrubs awakened with this feature to move and use their actions. Additionally, whenever you cast a spell, an awakened shrub can deliver the spell as if it had cast the spell. The shrub must be within 60 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
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