Base Class: Bard
Bards of the College of Raindancing are masters of weather manipulation, channeling the primal rhythms of storms and the gentle patter of rain to protect and empower their allies. These bards wield shamanic staffs adorned with rattles, using their unique blend of music and magic to create clouds that obscure vision, summon lightning, and unleash thunder. By harnessing the forces of nature, Raindancers bring both beauty and fury to the battlefield, mesmerizing and overwhelming their foes with the dance of the elements.
Shaman Staff
At 3rd level, you gain the ability to craft a shaman's staff, a unique instrument of your art. This staff, adorned with hollow fruits, bottles, rings, bells or any other objects that make a lot of noise, serves you as a weapon, instrument and magical focus for your spells. Its distinctive rattle adds a rhythmic element to your performances, enhancing your connection to the natural and elemental forces you command.
If you lose this staff or it is destroyed, you can construct a new one during a long rest with 1 hour of work. You are proficient with the shaman's staff, and it can be used as a quarterstaff in combat.
Dance of the Cloud
At 3rd level, you learn to manipulate the weather to obscure your allies and blind your enemies. As an action, you can expend one use of your Bardic Inspiration to perform a rain dance and create a 20-foot radius cloud, within 60 feet of you that lasts for 1 minute. Allies within the cloud can see normally, while enemies within and any creature outside the cloud treats the area as lightly obscured. Enemies inside the cloud must make a Perception check at the start of their turn against your spell save DC . On a failure, they are blinded until the end of their turn or until they leave the cloud.
Lightning Rattle
Starting at 6th level, while you are wielding a shaman staff, you can charge the cloud you created with lightning. As a bonus action, you can imbue your cloud with electric energy. Choose any number of creatures within the cloud and the next time any of the chosen creatures are hit by an attack, while inside the cloud, all chosen creatures still in the cloud take 1d10 lightning damage. This effect lasts until the cloud disappears, the lightning damage is triggered, or this feature is used again.
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You can use this feature a number of times equal to your Charisma Modifier (Minimum of 1) and you regain all uses when you finish a short rest
Rainbreaking
At 14th level, your dance reaches its climax and rings in life giving rain with a brutal thunder. Each creature hit by your Lightning Rattle feature also suffers from the loud thunder that comes shortly after. Creatures hit by the lightning damage must make a Constitution saving throw at the end of their turn, against your spell save DC. On a failure they take 3d8 thunder damage and are deafened till the end of their next turn. On a success they only take half damage and aren’t deafened. This thunder can be heard in a range of 300 feet
Immediately after this effect is triggered you can use a reaction to make the cloud rain, making everything wet and extinguishing all open flames within the cloud. Creatures inside gain resistance to Fire Damage and vulnerability to Lightning Damage. Allies inside the rain are filled with vigor and heal 1d12 + your Charisma Modifier at the start of each of their turns.
After you make a cloud rain you can’t do so again until you finish a long rest
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