Bard
Base Class: Bard

The College of Forestry is not a real college or even an organization, but rather the innate bond of ideals shared by those who have journeyed into nature and embraced the forests wholly: Lumberjacks. Both creation and destruction make up the circle of woodland life, a careful balance between each needed to maintain each ecosystem. At times with the axe, at times with the instrument, Lumberjacks can be found clearing space or causing new growth in those areas.

Not many know of Lumberjacks in particular, but anyone who meets one can immediately feel their reverence for nature and their unique affinity for wildlife. They have such a connection to the woods that they are often confused for druids, though they possess neither their powers of wildshaping nor knowledge of rituals. These woodland warriors are just common folk whose love of nature has given them as great of insight as any druid. By listening with their heart and speaking with their actions, they've come to understand animals with ease and can call upon their aid at any time.

Not exactly entertainers, these cheerful guardians of the forest often use song to communicate with their animal companions, and their performances are no less marvelous or inspiring for bipedal audiences than they are for other creatures of the world. Lumberjacks are friends to man and beast alike, so long as the former respects the latter.

Expanded Spell List

Your woodland knowledge lets you choose from an expanded list of spells when you learn a bard spell. The following spells are added to the bard spell list for you.

Lumberjack Expanded Spells
Spell Level Spells

Cantrip

druidcraft

1st

goodberry

2nd

beast sense

3rd

conjure animals

4th

dominate beast

5th

commune with nature

Bonus Proficiencies

When you become a Lumberjack at 3rd level, you gain proficiency with medium armor, battleaxes and greataxes.

You can use handaxes, battleaxes and greataxes as spellcasting foci for your bard spells.

Woodcutter's Song

Also at 3rd level, your animal friends answer to your song. Whenever a creature rolls a Bardic Inspiration die, it gains an additional effect from the table below based on their roll. The DC for any saving throws on the table are your spell save DC. If the effect involves rolling the spent Bardic Inspiration die, they do not gain another effect.

Bardic Insp. Die Animal Companions
1 Song Birds. The song of the birds restore heart and health. You regain hit points equal to one roll of the spent Bardic Inspiration die and you end one condition from the following list affecting you: charmed or frightened.
2 Squirrels. Furry companions confuse and distract. In combat, choose a creature within 30ft of you. That creature makes a Dexterity saving throw or be set upon by squirrels, taking piercing damage equal to one roll of the spent Bardic Inspiration die as they are bitten. In any case, they are distracted and they cannot use their reaction until the end of its next turn. Outside of combat, treat the squirrel as if you cast Mage Hand; it can't fly but can climb most surfaces.
3 Raccoon. The stealthy bandit brings you gifts. Reroll the spent Bardic Inspiration die. On a 1 to 6, roll on the Trinkets table. On a 7 or higher, roll on the Adventuring Gear table (including Ammunition, Arcane Focus, Druidic Focus, and Holy symbol). If the item weighs 5lbs or less, a raccoon brings you it.
4 Dogs. Loyal companions heed the pack's call. In combat, a pack of dogs rush to your immediate protection. Each hostile creature within 5ft of you makes a Strength saving throw. On a failure, they are knocked prone. Outside of combat, a pack of dogs comes to your aid. You have advantage on the next Investigation, Insight, Perception, Survival, Intimidation, or Persuasion check you make in the next 10 minutes.
5 Hawk. Sharp eyes and talons descend from above. In combat, until the end of your next turn, any time a creature within 30ft attacks you, it makes a Dexterity saving throw. On a failure, it takes slashing damage equal to one roll of the spent Bardic Inspiration die. Outside of combat, you gain advantage on your next Intimidation or Perception check or can add +10 to your next skill check to Navigate or Track in the next 10 minutes.
6 Deer. A guardian of the forest guides you to safety. You have advantage on the next saving throw you make in the next 10 minutes. The next time you are knocked prone during that time, you can stand up by spending 5 feet of movement, rather than half your speed.
7 Fox. Sly feet herald mischief. Choose a saving throw. A creature of your choice within 60ft suffers disadvantage on the next saving throw of that type in the next 10 minutes as the fox distracts, surprises or otherwise interferes with it.
8 Shoebill. The baleful glare cows all. Each creature in a 10ft cone in front of you makes a Wisdom saving throw. On a failure it becomes frightened of the bird besides you until the end of its next turn in combat or the next 1 minute outside of combat.
9 Wolf. A mighty hunter walks by your side. In combat, the next creature you attack within 30ft of you makes a Dexterity saving throw. On a failure it takes piercing damage equal to two rolls of the spent Bardic Inspiration die as the wolf bites them. Outside of combat, reroll the spent Bardic Inspiration die. You can add that number to your next Intimidation check in the next 10 minutes, have the wolf bring you that many pounds of meat, or rest 10 minutes with the wolf and gain that many hit points.
10 Boar. A great beast charges ahead. In combat, each creature in a 5ft by 30ft line in front of you makes a Dexterity saving throw as the boar charges them. On a failure, they take bludgeoning damage equal to one roll of the spent Bardic Inspiration die and are knocked prone. Outside of combat, reroll the spent Bardic Inspiration die. You can add that number to your next Strength ability check in the next 10 minutes or move 30 times that many pounds of inanimate object up to 30ft in a straight line.
11 Doves. Heavenly wings grace you. You regain hit points equal to two rolls of the spent Bardic Inspiration die and you end one condition from the following list affecting you: blinded, deafened, paralyzed, petrified, or poisoned.
12 Bear. The king of the forest appears. In combat, the hostile creature closest to you makes a Dexterity saving throw. On a failure, it takes slashing damage equal to one roll of the spent Bardic Inspiration die. Both in and outside of combat, each friendly creature within 30ft of you is so inspired, they gain advantage on the next ability check, attack roll, or saving throw it makes in the next 10 minutes.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Leaf Burning

At 14th level, you can become as the campfire yourself: a warming source of cheer and strength for all who surround you. As an action, you can spend a Bardic Inspiration die. Roll that die three times (activating Woodcutter's Song three times) and gain that many temporary hit points; this replaces any temporary hit points you have and you cannot gain temporary hit points as long as you have them. As long as you have those temporary hit points, at the end of each of your turns, set the spent Bardic Inspiration die to one number higher (set it to 1 at the end of the first turn). Each friendly creature within 60 feet of you, including yourself, may add that number to one ability check, attack roll, or saving throw it makes until the end of your next turn. If you cannot increase the spent Bardic Inspiration die any higher, or you lose all temporary hit points, the effect ends and you lose all remaining temporary hit points.

If used outside of combat, instead roll the spent Bardic Inspiration die three times (activating Woodcutter's song three times) and choose the highest roll. Each creature within 10 feet of you, including yourself, regains that many hit points and for the next ten minutes may add that number to one ability check, attack roll, or saving throw it makes.

You may use this feature once and regain the ability to do so after finishing a short or long rest.

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