Bard
Base Class: Bard

When the way of the druids are calling you, but you still feel like a bard at heart. You rather spend your free time with animals and in nature, than down at the local tavern. If you are wanting to earn money this is not the bard for you. Instead you have taken your time with the druids to heart, and have forsaken metal armor for those lovely leathers instead. You enjoy You have learned druidcraft because of this.

Proficiencies

You have gained the ability to speak Druidic and gain a proficiency in nature

Druidcraft

Druidcraft
Transmutation cantrip
Casting time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Druidcraft
 

Whispering to the spirits of nature, you create one of the following effects within range:

  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
  • You instantly light or snuff out a candle, a torch, or a small campfire.

 

Land strider

Starting at 6th level, you ignore difficult terrain costs and you are immune to damage taken from plant-based hazards such as those described in chapter 5 of the Dungeon Master's Guide. In addition, you have advantage on saving throws imposed on you by creatures with the plant creature type and against any spell that utilizes plants, vine and other nature-based matter such as the entangle spell.

Nature Magic

By the time you choose this bardic college at 3rd level, you have formed a mystical connection with nature. You gain the druidcraft cantrip and can cast it at will. This counts as a bard cantrip for you and does not count against the number of cantrips known. Also, you gain additional spells for your list of spells known that are connected to the land you studied as shown on the tables below.

Arctic

Arctic
Bard Level Nature Spells
3rd hold person, spike growth
5th sleet storm, slow
7th freedom of movement, ice storm
9th commune with nature, cone of cold

Coast

Coast
Bard Level Nature Spells
3rd mirror image, misty step
5th water breathing, water walk
7th control water, freedom of movement
9th conjure elemental, scrying

Desert

Desert
Bard Level Nature Spells
3rd blur, silence
5th create food and water, protection from energy
7th blight, hallucinatory terrain
9th insect plague, wall of stone

Forest

Forest
Bard Level Nature Spells
3rd barkskin, spider climb
5th call lightning, plant growth
7th divination, freedom of movement
9th commune with nature, tree stride

Grasslands

Bard Level Nature Spells
3rd invisibility, pass without trace
5th daylight, haste
7th divination, freedom of movement
9th dream, insect plague

Mountain

Bard Level Nature Spells
3rd spider climb, spike growth
5th lightning bolt, meld into stone
7th stone shape, stoneskin
9th passwall, wall of stone

Swamp

Bard Level Nature Spells
3rd acid arrow, darkness
5th water walk, stinking cloud
7th freedom of movement, locate creature
9th insect plague, scrying

 

Thorns of Nature

Starting at 14th level, as a reaction to being targeted by an attack or spell by a creature you can see within 60 feet, vines and similar plants native to the area you studied spring up from the ground, forcing them to make a Dexterity saving throw or become restrained for 1 minute and take piercing damage equal to one rolling of your bardic inspiration dice. Creatures restrained this way take this piercing damage at the start of each of their turn and can use their action to attempt a Strength saving throw to escape. You can use this feature a number of times equal to your Charisma modifier. You regain all expanded uses when you complete a long rest.

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