Bard
Base Class: Bard

The College of Animals started with a bard learning with Shepard Druids, observing them and their traditions. Though they couldn't master druidic magics, they learned to call upon Fae Spirits, as well as speak with animals and plants.

College of Animal bards perform folk dances and songs, with very naturistic spell effects. For example, a Viscous Mockery spell would take the form of a Faerie mocking the target, and a Healing Word could be a dog nuzzling the target lovingly. Onlookers to your spells and effects could mistake you for a druid at first glance, for only your charismatic performances to show them the truth.

Fae Spirit

Your tie to druidic teachings teaches you how to read and write in Druidic, as well as the Druidcraft cantrip. This cantrip counts as a Bard cantrip for you, but doesn't count against the number of Bard cantrips you know.

Additionally, once per turn, when you grant an ally Bardic Inspiration, your connection to nature allows you to summon Fae Spirits to aid you or your allies in combat. As part of the same bonus action used on Bardic Inspiration, you can choose to activate this effect. Roll 1d8, and activate the corresponding effect on the table below. Some effects list 1dX as part of the effect, that die is the same as your current Bardic Inspiration die.

1) The fae spirit takes the form of a small animal, attacking an enemy within range. You can choose 1 creature within 30 feet of yourself, or the ally you gave Bardic Inspiration. Make a melee spell attack against the creature. You deal 1dX on hit, dealing Bludgeoning, Piercing, or Slashing damage of your choice.
2) A small faerie distracts a creature within 20 feet of yourself, or the ally you gave Bardic Inspiration. The target must subtract 1d4 from it’s next attack, or saving throw until the start of your next turn.
3) The fae spirit takes the form of a Guard Animal. The ally you gave your Bardic Inspiration to gains 2 to their AC until the start of your next turn.
4) The fae spirit takes the form of a terrifying beast. Choose one creature within 50 feet of you, or the ally you gave Bardic Inspiration. That creature must make a Wisdom Saving Throw versus your Spell Save DC. On a failure, the creature is frightened of the spirit, lasting until the end of their next turn.
5) The fae spirit takes an insect-like appearance and guards your ally. Choose from Bludgeoning, Force, Piercing, or Slashing damage. Until the start of your next turn, the ally you gave Bardic Inspiration to gains Resistance to the chosen damage type.
6) The fae spirit takes a draconic appearance and guards your ally. Choose from Acid, Cold, Fire, Lightning, or Poison. Until the start of your next turn, the ally you gave your Bardic Inspiration to gains Resistance to the chosen damage type.
7) The fae spirit guides your allies' movements. Until the start of your next turn, the ally you gave your Bardic Inspiration gains 1d4 to the next Attack roll or Saving Throw they make. This effect increases to 1d6 at level 7, 1d8 at level 14, and 1d10 at level 20.
8) The fae spirit reveals an opening in the enemy's defense. Choose one ally within 60 feet of you, excluding yourself. That ally may use their reaction to make a Weapon attack against any creature within their range. That attack roll gains 1dX to the attack roll, but cannot add Bardic Inspiration to this reaction, if they have it.

Song of Natures Wrath

You've learned how to commune better with your Fae Spirits, allowing you to call upon them more. As an action, you can consume a use of your Bardic Inspiration to activate your Fae Spirit feature twice, with the following modifications. All effects are centered on you, but have their ranges doubled. Additionally, if an effect lists "The ally you gave bardic inspiration to", you can target any ally within 40 feet of you, excluding yourself.

Additionally, you can cast Speak with Plants, and Speak with Animals at will, without consuming a spell slot. Finally, at 9th level, you learn the spell Awaken. It counts as a Bard spell for you, but doesn't count against the number of spells you know.

Controlled Fae Spirits

Through practice, you've learned to guide the form your Fae Spirit takes. Each time you activate your Fae Spirit, you roll 2d8, and can choose either result for it. If both die result are the same, you can instead choose any result on your Fae Spirit table.

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