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