Base Class: Bard
When the bell rung and the surface of Foreveil was hit by massive earthquakes and tidal waves which caused large storms, volcanic eruptions and forest fires, some of the more musically attunned could hear a semblance of rhythm in the destruction. Some started plucking strings in harmony to lightning, beating drums with the shaking of the earth, singing to the tune of tsunamis, dancing to the music of wildfires. Many called these bards mad and shunned them to the edges of society which did not stop them from forming their own private groups and teaching their unique form of art to others. The College of Earthquakes was born amongst the chaos and it's students revel in it. Bards of the college often travel the world to seek out the music of different natural catastrophies and playing along with them.
Attuned to the music of the world the bards of this college share in the powers of druids and nature oriented spellcasters but instead of being pacifistic protectors of nature, they revel in the destruction and chaos that nature can provide.
Wrath of Nature
Starting at 3rd level you attune yourself to nature and learn the powers of it's servants
You gain proficiency in the Nature skill and medium armor.
You learn the Shillelagh cantrip and 1 additional druid cantrip. These count as Bard cantrips and do not count against the number of cantrips you know.
Everytime you can learn a new spell or cantrip may choose to learn a spell or cantrip from the druid spell list
You can cast Speak With Animals a number of times equal to your charisma modifier wihtout using a spellslot.
(You gain the ability to cast Shillelagh using any sort of wooden instrument capable of being carried in one hand)
Mutually Assured Destruction
The destruction of nature does not take sides and endangers everyone within it's grasp and those who use it against you will feel it as well.
When you take Acid, Fire, Lightning, Cold or Poison damage you can use a bardic inspiration dice to damage any creature of your choice that you can see within 10 feet of you with that same damage type while also cancelling the same amount of damage from yourself. You also gain resistance to that damage type until the end of the next round, at 11th level the resistance becomes immunity.
Riders of the Storm
At 6th level you learn to control the nature around you and force it into a volatile state. You learn a special song that takes 5 rounds of combat without interruption to complete. Performing the song takes an action each turn. If you take damage while performing the song then you must roll a Constitution saving throw of 10 or half the damage which ever is greater. When the song is complete you choose between 3 different effects: Earthquake, Hurricane and Storm. You are immune to these effects along with a number of people equal to your Charisma modifier. You can perform this song once between long rests.
Earthquake: Your song invokes the earth to shake violently around you for the next 30 seconds. All terrain within a 100 feet of where you finished the song becomes difficult terrain and anyone starting their turn within the range must make a Dexterity save or be knocked prone. The Earthquake damages any weak structures within range. At 14th level the range is increased to 200 feet and the duration is extended to 1 minute.
Hurricane: Your song summons whirlwind to shroud you for the next minute. Anyone (even those immune) within 60 feet of where you finished the song have their sight limited to 10 feet. If either the attacker or the target of a ranged weapon attack is within the hurricane then the attack has dissadvantage. Anyone attempting to move inside the hurricane must make a Strength saving throw or have their direction randomly decided by a d8 with 1 being straight forward and going clockwise.
Storm: Your song summons the wrath of the skies to smite down anyone exposed for a minute. You summon a large storm cloud above you that floats 500 feet above you and covers 100 feet around where you finished the song. You can make the cloud rain down or shoot lightning bolts. Choosing Rain gives advantage on Stealth checks and disadvantage of Perception checks to anyone within the range. Choosing lightning causes bolts of lightning to target creatures in the area randomly determined by the DM or a die roll. A creature hit by a lightning bolt takes 2d10 lightning damage (this damage is considered natural). A lightning bolt is always shot at the end of your turn and you can use your action to cause an additional one to be shot. At 14th level the range is increased to 1 mile from where you finished the song.
Song of Cataclysm
At 14th level you can use your music to emulate the sound of the Giant's Bell that shook the world. For the next minute you begin to perform a song that to you sounds intricate and beautiful that to anyone else sounds like a deafening cacophony incoherent noises. Anyone within 100 feet of you that can hear you must succeed on a Wisdom Save or take 4d10 psychic damage each turn.
Performing the song requires you to use your action each turn and will end if you use your action to do something else or if you take damage and fail a concentration save. Your movement is halved while performing the song. Anyone damages by the song has disadvantage on Concentration and are cannot hear anything else than the song.
You can use this ability once between long rests. You are immune to the songs effect along with a number of people equal to your Charisma modifier. Objects and Constructs are immune to the song.
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