Bard
Base Class: Bard

The College of Storms was created by the cat folk of Chult. This college focuses on drawing music from the natural phenomenon of weather. Howling winds, drops of rain and the boom of thunder. Harmonizing these aspects of nature a College of Storms Bard can play songs evoking the Song of Creation found within.

Bonus Proficiencies

When you join the College of Storms at 3rd level, you gain proficiency with medium armor, Nature, and Performance.

Song of Storms

You have learned to tap into the power of storms. Wind, Thunder and Rain provide inspiration for the harmonies, melodies and rhythms of your song. 


Starting at 3rd level, you can use a bonus action to expend one use of your Bardic Inspiration die to play a song utilizing Wind, Thunder or Rain for 1 minute or until you lose your concentration (as if you were concentrating on a spell). You may only have one aspect active at a time and using this feature again replaces which feature is active. Your song emanates a 15ft aura to creatures that can hear you. Your auras effect depends on the aspect of weather chosen by you.

Wind: Enemy’s ranged attacks have disadvantage on targets within the aura.

Thunder: You and your Allies who are in the aura gain a bonus to AC equal to half your proficiency bonus.

Rain: Whenever you or your Allies are subjected to an effect that causes you to catch fire or requires them to remove a substance (such as Acid), the effect is removed at the start of their turn. 

Shelter in the Storm

As you begin to master the Storm, you can control it’s flow and form. You have learned to utilize the aspects of the Storm to protect yourself and your allies.  

Starting at 6th level your Song of Storms can provide resistance to damage based on the type of aspect you choose when you start the song.

Wind: You and your Allies within the aura gain resistance to Force damage and Bludgeoning damage.

Thunder: You and your Allies within the aura gain resistance to Thunder damage and Lightning damage.

Rain: You and your Allies within the aura gain resistance to Acid damage and Fire damage.

Maestro of the Storm

Starting at 14th level your mastery over the aspects of Wind, Thunder and Rain allow you to evoke their power against your enemies while playing your song. When an enemy enters your aura for the first time or starts its turn there you may effect them based on the aspect you chose when you started the song. Your DC for these effects is = 8 + Proficiency Bonus + Charisma Modifier

Wind: When an enemy enters your aura for the first time or starts its turn there, you may force it to make a Strength Saving Throw or be pushed back 15ft.

Thunder: When an enemy enters your aura for the first time or starts its turn there, you may force it to make a Constitution Saving Throw taking 4d6 Thunder Damage on a failure or half on a success.

Rain: When an enemy enters your aura for the first time or starts its turn there, you may force it to make a Dexterity Saving Throw or suffer disadvantage on attack rolls until the start of its next turn.

Previous Versions

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