Bard
Base Class: Bard

A rare bard might display a special link to nature and the mysterious world of the fey. Such characters tend to be more aloof and less inspiring than standard bards. Normally studying under druids and other practitioners of the wilds than other bards.

Bonus Proficiencies

You gain proficiency in the Nature skill. If you are already proficient in the nature skill, you gain proficiency in one other skill of your choice. You also gain proficiency with medium armor, but like a druid, you do not wear metal armor. Additionally, you can use a druidic focus as your spellcasting focus.

Druid's Tongue

You're not a druid, but you've spent enough time with them learning their magic, so you've learned their language. You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

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.

Land's Stride

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.

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 your level. 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.

Comments

Posts Quoted:
Reply
Clear All Quotes