Bard
Base Class: Bard

Legends speak of a rare group of bards whose songs can call upon the primal aspects of the world and summon great storms of power. These bards, called Stormcallers, have passed on their tradition through generations. Many spend their days on ships as coxswains, or keeping time for longboat oarsmen.

Spells of the Tempest

College of Storm Callers 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. You also learn the shocking grasp cantrip, which doesn’t count against the number of bard cantrips you know. For you, it has a range of 30 feet when you cast it.

 

Storm Song Expanded Spells

 

Spell Level

Spells

1

Thunderous Smite, Witch Bolt

2

Gust of Wind, Dragon’s Breath (lightning only)

3

Lightning Bolt, Thunder Step

4

Storm Sphere, Elemental Bane

5

Control Winds, Conjure Elemental (wind only)

Flash of Inspiration

Starting at 3rd level, when you become a Storm Caller, the inspiration that you grant your companions is infused with raw storm energies. Whenever you grant Bardic Inspiration to a creature, you can roll the Inspiration Die and you deal that much lightning damage to a number of creatures of your choice, up to your Proficiency bonus, within 10 feet of the inspired creature.

 

A creature that has Bardic Inspiration has its speed increased by 5 feet + the number of lightning damage you just dealt until it fades or is expended. Additionally, it can add the inspiration to damage rolls, dealing thunder or lightning damage (creature’s choice) equal to the roll on an attack

Voice of the Tempest

Additionally at 3rd level, when you sing to the skies, your voice carries with the volume of a thunderclap. As an action on your turn, you may consume a spell slot to force every creature within 15 feet of you to make a Strength saving throw against your spell casting DC, regardless of size.

On a failure, a creature takes 1d8 thunder damage and is thrown backwards 5 feet for every level of the spell consumed. On a save, a creature takes half that damage and is not thrown backwards. This explosive blast of thunder produces a loud bang that can be heard up to 100 feet away.

Creatures within 100 feet of you can also hear you, even if they would otherwise be deafened, if you so choose.

Oncoming Storm

As an action, force hostile creatures within 30 feet to make a Charisma saving throw against fear or suffer a penalty to saves and attacks equal to a roll of inspiration until the start of your next turn. Creatures that make a successful save are immune to this effect for 24 hours. You may use an action on subsequent turns to keep the effect active.

Storm Song

At 14th level, the spirits of nature see fit to teach you the legendary Storm Song. As an action, you can summon a storm in an area you can see within 120 feet. The storm is a 20 foot radius 100 foot high cylindrical column and it lasts for 10 minutes. When you summon the storm, you choose a number of creatures other than yourself up to your Charisma modifier.

 

Every other creature within the storm besides you and the chosen creatures must make a Dexterity save against your spell casting DC at the start of their turn. Those creatures take 3d8 lightning and 3d8 thunder damage on a failure and half on a success. A failure of 5 points or more knocks the creature prone. Every 1 foot of movement through the area of the storm takes 3 feet of movement (5 feet requires 15 feet) and flying creatures are forced to the ground at 120 feet per turn.

 

The area of the storm is heavily obscured and any ranged attacks fired into or through the storm have disadvantage to hit. Finally, the storm counts as an extremely powerful wind for the purposes of dispersing gas, clouds, and other floating particulate effects. You may sing the Storm Song twice per long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes