Bard
Base Class: Bard

The Collage of Seasons are based on the Eladrin that dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane. But while other elves can temper their wild impulses, eladrin are ruled by emotion—and due to their magical nature, they undergo physical changes to match their changes in temperament. The magic flowing through a College of Seasons Bard responds to their emotional state by transforming them into different seasonal aspects, with behaviors and abilities that change with their forms. Some more experienced College of Seasons Bards might remain in a particular aspect for years, while the newer ones are too in touch with their fellings and run through the emotional spectrum each week.

Changeable Natures

Whenever one of the a College of the Seasons Bard finishes a long rest, they can associate themself with a different season rolling a D4. When the you makes this change, use the subclass features of the new season rather than their old ones. When presented with a rellevant experience your emotions flourish you can change form. You can choose to try to resist the change doing a Charisma saving throw against your spell check DC. If you are also an Eladrin your form also changes with this.

  1. Spring: Their hearts filled with joy, spring eladrin cavort through their sylvan realms, their songs and laughter filling the air. These playful bards beguile other creatures to fill them with the joy of spring. Their antics can lead other creatures into danger and make mischief for them.
  2. Summer: When angered, eladrin enter the season of summer, a burning, tempestuous state that transforms them into aggressive warriors eager to vent their wrath. Their magic responds to their fury and amplifies their fighting ability, helping them move with astonishing quickness and strike with terrible force.
  3. Autumn: Bards often enter the autumn season when they are overcome by feelings of goodwill. In this aspect, they defuse conflicts and alleviate suffering by using their magic to relieve any ailments that afflict the people who come to them for aid. They tolerate no violence in their presence and move quickly to settle disputes, to ensure that peace continues to reign.
  4. Winter: When sorrow distresses a bard, they enter the winter season, becoming figures of melancholy. Frozen tears drop from their cheeks, and their palpable sadness emanates from them as icy cold.

Bonus Proficiencies

When you join the College of Seasons at 3rd level, you gain proficiency with medium armor, longbow and longsword that for you counts as a Finesse Weapon.

Emotional Drive

You choose your form randomly after each long rest, using the Season table:

d4 SEASON EMOTION DAMAGE RESISTANCE
1 Spring Eladrin Joy Psychic
2 Summer Eladrin Anger Fire
3 Autumn Eladrin Goodwill Psychic
4 Winter Eladrin Sorrow Cold

When presented with a rellevant experience your emotions flourish you can change form. You can choose to try to resist the change doing a Charisma saving throw against your spell check DC. If you are a Eladrin your form also changes with this.

Autumn

Seasons Bards often enter the autumn season when they are overcome by feelings of goodwill. In this aspect, they defuse conflicts and alleviate suffering by using their magic to relieve any ailments that afflict the people who come to them for aid. They tolerate no violence in their presence and move quickly to settle disputes, to ensure that peace continues to reign.

Expanded Spell List

You can cast the following spells and they don't count as known spells for you.

SPELL LEVEL AUTUMN SPELLS
1st Cure Wounds, Lesser Restoration
2nd Hold Person
3rd Revivify
5th Greater Restoration
Bonus Proficiencies

When you are in the autumn form and you have one avaliable choice of expertise, you gain expertise in persuasion.

Bonus Resistance

When you are in the autumn form, gain resistence to Psychic Damage.

Foster Peace

If you didn't make an attack, cast a spell that affects an enemy, or deal damage to another creature for more than 1 minute you are under the effect of sanctuary.

Enchanting Presence

As a reaction, you can expend one use of your bardic inspiration to force a non-eladrin creature that starts its turn within 60 feet of the you must make a Wisdom saving throw against your spell DC and does so with advantage if made any aggrecive moves thwards it. On a failed save, the creature becomes charmed for 1 minute. On a successful save, the creature becomes immune to any Enchanting Presence for 24 hours.

Whenever the you or allies deals damage to the charmed creature, the charmed creature can repeat the saving throw, ending the effect on itself on a success.

Spring

Their hearts filled with joy, spring Seasons Bard cavort through their sylvan realms, their songs and laughter filling the air. These playful bards beguile other creatures to fill them with the joy of spring. Their antics can lead other creatures into danger and make mischief for them.

Expanded Spell List

You can cast the following spells and they don't count as known spells for you.

SPELL LEVEL SPRING SPELLS
1st hideous laughter
2nd suggestion
3rd major image
5th hold monster
Bonus Proficiencies

When you are in the spring form and you have one avaliable choice of expertise, you gain expertise in deception.

Bonus Resistance

When you are in the spring form, gain resistence to Psychic Damage.

Blooming Spring

As a bonus action after a creature you can see is hit by an attack, you can expend one use of your Bardic Inspiration to gain temporary hit points equals the number you roll on the Bardic Inspiration die. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.

Joyful Presence

As a reaction, you can expend one use of your bardic inspiration to force a non-eladrin creature that starts its turn within 60 feet of the you must make a Wisdom saving throw against your spell DC and does so with advantage if you or your companions are fighting it. On a failed save, the creature becomes charmed for 1 minute. On a successful save, the creature becomes immune to any Joyful Presence for 24 hours.

Whenever the you or allies deals damage to the charmed creature, the charmed creature can repeat the saving throw, ending the effect on itself on a success.

Summer

When angered, the Seasons Bard enter the season of summer, a burning, tempestuous state that transforms them into aggressive warriors eager to vent their wrath. Their magic responds to their fury and amplifies their fighting ability, helping them move with astonishing quickness and strike with terrible force.

Fighting Style

When you are in the summer form you gain the Dueling and Archery fighting style.

Dueling: When you are wielding a melee weapon, you gain a +2 bonus to damage rolls with that weapon.

Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.

Bonus Proficiencies

When you are in the summer form and you have one avaliable choice of expertise, you gain expertise in intimidation.

Bonus Resistance

When you are in the summer form, gain resistence to Fire Damage.

Fury of the Summer

Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use the Fury of the Summer. You can use it only once per turn.

Fury of the Summer. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.

Fearsome Presence

As a reaction, you can expend one use of your bardic inspiration to force a non-eladrin creature that starts its turn within 60 feet of the you must make a Wisdom saving throw against your spell DC. On a failed save, the creature becomes frightened of the eladrin for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to any eladrin’s Fearsome Presence for the next 24 hours.

Winter

When sorrow distresses a Seasons Bard, they enter the winter season, becoming figures of melancholy. Frozen tears drop from their cheeks, and their palpable sadness emanates from them as icy cold.

Expanded Spell List

You can cast the following spells and they don't count as known spells for you.

SPELL LEVEL WINTER SPELLS
1st fog cloud, hellish rebuke (Frigid Rebuke - CON Save and Cold Damage)
2nd gust of wind
3rd Sleet Storm
5th Cone of Cold
Bonus Proficiencies

When you are in the winter form and you have one avaliable choice of expertise, you gain expertise in persuasion.

Bonus Resistance

When you are in the winter form, gain resistence to Cold Damage.

Mourning Winter

You can spin words laced with magic that unsettle a creature and cause it to be sad. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.

Sorrowful Presence

As a reaction, you can expend one use of your bardic inspiration to force a non-eladrin creature that starts its turn within 60 feet of the you must make a Wisdom saving throw against your spell DC and does so with advantage if you or your companions are fighting it. On a failed save, the creature becomes charmed by the eladrin for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and saving throws. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to any eladrin’s Sorrowful Presence for the next 24 hours.

Whenever the you or allies deals damage to the charmed creature, the charmed creature can repeat the saving throw, ending the effect on itself on a success.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Adaptative Battle Magic

At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.
At this level you also master your emotions, you now can use a bonus action to choose your season form.

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