Bard
Base Class: Bard

Most bards use their talents to influence and calm crowds and theaters of all sorts of races, and people of all kinds. But the Bards of the college of the wilds focus their music on the beasts and plants of the ever changing natural world.Could be that a mentor of yours was a skilled Ranger, or maybe one of your parents was a cursed lycanthrope, or perhaps one day as a child you were graced by the presence of benevolent fey. What ever the case may be you found power in your voice, power over the Elements of the earth, and the beast of the jungles and forest. You now use your voice, magic, and skills in the defense of the Wilds your protect.

Nature Magic

your connection to the Natural World allows you to learn spells normally associated with the Druid class. When your Spellcasting feature lets you learn a Bard cantrip or a Bard spell of 1st level or higher, you can choose the new spell from the Druid spell list or the Bard spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a Bard spell for you.

Bonus Proficiencies

When you join the College of The Wilds at 3rd level, you gain proficiency with medium armor, shields, and martial weapons. as well as being able to choose one from the Nature, Handle animals, Survival skills

Wild Visage

Also at 3rd level, you learn to shape your body into a new form of natures wrath and fury. as a bonus action you can shape features of your body into a part humanoid, part nature like form. In This Form you gain natural weapons that does 1d6 damage. You may choose the type of melee damage the weapons do as well as the form yourself and the weapons take such as sharp claws from the hands of a werewolf,  The crushing tail of a alligator or even the sharpened vine like tendrils from the back of a dryad. You can use strength or dexterity for your attacks with your natural weapons.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Also your attacks with your Natural weapons in your wild visage form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Howl Of The Wilds

Starting at 14th level, You can use your action to release a destructive wave of thunderous energy from your mouth. It deals damage in an area according to your ancestry. When you use your Howl weapon, all creatures in the area must make a constitution saving throw. The DC of this saving throw is 8 + your Charisma modifier + your proficiency bonus. A creature takes 5d6 damage on a failed save, and half as much damage on a successful one. After using your Howl weapon, you cannot use it again until you complete a short or long rest.

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