Bard
Base Class: Bard

Bards of the College of Beasts are masters of the wild, blending music with the primal ferocity of the animal kingdom. Through harmonious melodies and ancient rites, they form deep bonds with powerful creatures, calling upon their strength in battle. Whether leading a majestic beast into combat or channeling the essence of the wild through song, these bards command the respect of the natural world, weaving the fury and grace of beasts into their performances.

Bonus Proficiencies

When you join the College of Beasts at 3rd level, you gain proficiency in Animal Handling, Nature, and Survival.

Vicious Attack

At 3rd level, your warbeast knows how to exploit a foe's weakness. Once per turn, it can deal an extra 1d6 damage to one creature it hit with an attack that it had advantage on.

The damage increases to 2d6 at 6th level, and 3d6 at 14th level.

Man's Best Friend

Also at 3rd level, you can create a powerful bond with a warbeast, a Medium beast of your choice with a challenge rating of 1/2 or lower. With 8 hours of work and an expenditure of 50gp, you call forth a spirit from the wild to serve as your warbeast. You can only have one warbeast at a time. If your warbeast is ever slain, you can return it to life with 4 hours of work and an expenditure of 25gp.

At 6th level, you can create a bond with a Large beast or smaller of your choice with a challenge rating of 1 or lower, and at 14th level you can create a bond with a Huge beast or smaller of your choice with a challenge rating of 2 or lower.

Your warbeast gains a variety of benefits while it's linked to you.

  • Your warbeast has the statistics of the chosen creature, except where noted here.
  • Your warbeast has a number of hit points equal to 5 times your level + your proficiency bonus + its Constitution modifier.
  • Your warbeast uses your proficiency bonus rather than its own, gains proficiency in two skills of your choice, and gains proficiency with all saving throws.
  • Your warbeast adds your proficiency bonus to its AC, and to its damage rolls.
  • Your warbeast can use its bonus action to take the Dash, Disengage, or Help actions on each of its turns.

Your warbeast obeys your commands as best it can. It rolls for initiative, but you determine its actions.

You decide what your warbeast looks like, including height, weight, coloration, hair length, sex, and other distinguishing features. Your warbeast shares your alignment, and has a personality trait and flaw of your choice. Your warbeast shares your ideal, and its bond is always "The bard I wander the world with is a dear companion for whom I would gladly give my life." If you are unable to issue commands, your warbeast will attempt to protect you with its life, and remove you from combat when possible.

Concerted Effort

Starting at 6th level, when you use your action to cast a bard spell, your warbeast can use its reaction to make a melee attack with advantage.

Spirit Bond

At 14th level, your spirit has fully merged with your warbeast's. Now effectively one spirit in two bodies, you are intrinsically linked, allowing you to act as a cohesive unit on the battlefield.

As long as your warbeast is on the same plane as you, you gain the following benefits:

  • Telepathic Bond: You share a telepathic bond with your warbeast, allowing you to communicate instantly with no need for verbal commands.

  • Warbeast Empowerment: Whenever you hit a creature with an attack, your warbeast gains a bonus to its next attack roll equal to your proficiency bonus if it targets the same creature. This bonus lasts until the start of your next turn.

  • Shared Vitality: When you or your warbeast are healed by a spell or ability, the other gains temporary hit points equal to half the amount healed. These temporary hit points last for 1 minute.

  • Coordinated Strikes: When you and your warbeast both attack the same target on your turn, you each deal an additional 1d6 damage of the weapon’s type.

As long as your warbeast is on the same plane as you, it gains the following benefits:

  • Telepathic Bond: It shares a telepathic bond with you and no longer needs verbal commands.

  • Pack Tactics: If your warbeast is within 5 feet of you or an ally when it attacks a creature, it gains advantage on its attack roll.

  • Shared Vitality: When your warbeast is healed by a spell or ability, you gain temporary hit points equal to half the amount healed. These temporary hit points last for 1 minute.

  • Coordinated Strikes: When your warbeast and you both attack the same target on your turn, your warbeast deals an additional 1d6 damage of its attack’s type.

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