Bard
Base Class: Bard

The Cult of the Elder Elemental Eye would have everyone believe there is a perfect balance between air, earth, fire, and water. In truth, the four battle endlessly, their very natures at odds with one another. A flame can’t exist in a storm, much like the sea erodes all land. However, those who recognize this elemental nature and align themselves with it may find the very elements at the whims of their fingertips. Bards who join the College of the Elements could be members of the Cult of the Elder Elemental Eye or servants of other elemental forces. Much of the world has been disrupted, twisted, and left desolate. Members of College of the Elements view the misshapen world with a yearning to restore a balance—or a selfish desire to exploit the imbalance for their own gain.

Song of the Elements

3rd-level College of the Elements feature

You know harmonies that resonate with the elements. You can spend 1 minute channeling one of the elements, after which you gain one of the following effects of your choice:

Air. You can take the Dash action as a bonus action and you can levitate up to 5 feet off the ground. While levitating in this way, you can move up or down as part of your move. While you are not touching the ground, you can move only by pushing or pulling against a fixed object or surface within reach (such as a wall), which allows you to move as if you were climbing.

Earth. You have a +2 bonus to your AC

Fire. You radiate dim light out to 30 feet. Any creature that hits you with a melee attack while within 5 feet of you takes fire damage equal to your bard level.

Water. You can breathe underwater and gain a swim speed equal to your walking speed. You can move through a space as narrow as 1 foot wide without squeezing

 

Summon Elemental Ambassador

3rd-level College of The Elements feature

You’ve learned how to conduct yourself in front of countless fickle elementals. You learn the find familiar spell and can cast it as a ritual. The spell counts as a bard spell for you, but it doesn’t count against your number of spells known. When you cast the spell, instead of choosing a normal form for your familiar, choose one of the following special forms: mud mephit, smoke mephit, or steam mephit.

In addition, you gain proficiency in the Nature skill, and you learn to speak, read, and write Primordial or one other language of your choice.

Invoke Essence

6th-level College of The Elements feature

You can bend your connection with the elements to deliver an explosive burst of primordial power. As an action, you can expend any number of your Bardic Inspiration dice to create one of the following effects:

Air. One Large or smaller creature you can see within 30 feet of you must succeed on a Dexterity saving throw against your spell save DC or be launched into the air. On a failed saving throw, it rises vertically a number of feet in the air equal to 3 × the total rolled on the Bardic Inspiration dice. While aloft, the target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. At the end of your next turn, the effect ends and the target falls back to the ground, taking fall damage as normal.

Earth. A creature you can see within 30 feet of you gains temporary hit points equal to the total rolled on the Bardic Inspiration dice. Until the target loses all these temporary hit points, it can ignore difficult terrain.

Fire. You create a 10-foot-high, 5-foot-wide, and 1-foot-thick pillar of flame on a solid surface within 5 feet of you. The pillar is opaque and lasts until the end of your next turn. When the pillar appears, any creature within its area must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes fire damage equal to the total rolled on the Bardic Inspiration dice, or half as much damage on a successful save. A creature takes the same damage when it enters the pillar for the first time on a turn or ends its turn there.

Water. One creature you can see within 30 feet of you gains temporary hit points equal to the total rolled on the Bardic Inspiration dice. For as long as the creature has those temporary hit points, it has resistance to bludgeoning, piercing, and slashing from nonmagical attacks and can move through a space as narrow as 1 inch wide without squeezing.

Primordial Unity

14th-level College of the Elements feature

You can forge a connection between elements, combining their boons. Whenever you use your Song of the Elements feature, you can gain a second elemental effect of your choice for the duration.

 

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