Bard
Base Class: Bard

College of Nature bards draw upon the strength of the natural world around them to channel their magic. Nature brings its own unique music, and with it comes a variety of magical effects. Life, nature, and music are all intertwined, and College of Nature bards have honed the abilities to call upon that magic.

Life Weaver

When you join the College of Nature at 3rd level, you gain the ability to channel the natural magic of the world to heal your allies. 

You gain proficiency in the Medicine skill. If you already have proficiency, you gain expertise instead. 

As a bonus action, you can expend one use of your Bardic Inspiration and roll the die to grant a target that you can see within 30 feet hit points equal to the roll plus your Charisma modifier. 

The amount healed increases when you reach certain levels in this class, increasing to 2 rolls of your bardic inspiration die at 5th level, three at 10th level, and four at 15th level.

Sanctuary of the Land

At 3rd level, you learn to draw upon even the smallest presence of nature, and cause life to flourish. 

You learn the Shillelagh cantrip. If you spend at least 1 minute channeling bardic magic around any type of natural material (Dirt, grass, stone, ect.) you can cause large amounts of plant matter to grow in a 30 foot radius circle.

This plant matter is filled with nutritious fruit and vegetables, allowing creatures to easily find enough food and water for a full day. Additionally, short rests taken within the sanctuary cause creatures to automatically heal the maximum amount per hit die expended, as well as curing any poisons or diseases.

Infectious Bloom

At 6th level, you gain the ability to grow a large flower that can have a variety of effects. As a bonus action, you create the flower somewhere on your person, and decide which of the following effects it takes. The flower lasts for 1 minute once created. 

  • Possessive Burst 
    • As part of the bonus action used to summon this flower, or as a bonus action on subsequent turns, choose 1 creature within 30 feet that you can see. That creature must make a Wisdom saving throw, falling under the effects of the charm person spell on a failure. If a creature passes this saving throw, they are immune to its effects for 24 hours. 
  • Rejuvenating Spores 
    • As part of the bonus action used to summon this flower, or as a bonus action on subsequent turns, choose 1 creature within 30 feet that you can see. You can immediately cure one negative effect or condition affecting that creature. 

Once you use this feature, you can’t activate it again until you finish a short or long rest.

Nature's Boon

At 14th level, you gain the ability to more consistently channel your healing magic, at less of a cost.

When taking the Life Weaver bonus action, you can choose to heal for 2d6 + your Charisma modifier and not expend a use of your bardic inspiration die. 

Additionally, any target healed by Life Weaver gains a Bardic Inspiration Die to use.

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