Bards of the College of Nature tell tales of beast and plants lost long in the forest unknown to most urban folk. College of Nature Bards use their abilities to spread the legends of these wonders of nature giving people inspiration because of it. These Bard College are mainly in very little to non-urbanized collections of people.
Health of Nature
Also at 3rd level, you learn to use nature to better heal others. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a healing roll it just made. Alternatively, when taking short rest anyone who has an inspiration die can roll the die and add the number rolled to the amount of hp they increase.
Legends of The Beast
Starting at 6th level, you learn how to focus on aspects of nature that are most empowering. You can choose between the six beasts listed below and gain one of their most powerful features for 10 minutes. You can harness this power a number of times equal to your charisma modifier (minimum of 1) per long rest.
| Bat |
Echolocation. The bat grants blindsight(60ft) |
| Frog |
Amphibious. The frog grants the ability to breathe air and water |
| Snake |
Venomous. The snake grants the ability to add 2d6 poison damage |
| Wolf |
Pack Tactics. The wolf grants advantage on an attack roll against a creature if at least one ally is within 5 feet of the creature and the ally isn't incapacitated. |
| Spider |
Spider Climb. The spider grants the ability to climb difficult surfaces, including upside down on ceilings. |
| Raven |
Mimicry. The raven can mimic simple sounds it has heard. A creature that hears the sounds can tell they are imitations with a successful DC 10 + your Charisma modifier Wisdom (Insight) check. |
One With Nature
Starting at 14th level, you become incredibly connected with nature. Whenever you are in non-urbanized biomes you can't be surprised you also can't be affected by rough terrain. You are also resistant and have advantage against magical nature-based spells or abilities.