Bard
Base Class: Bard

Bards who belong to the college of elements are some of the most flashy bards around. By tapping into one of the four elemental planes, these bard gain a variety of enhancements tied to their chosen plane. For example, those who pick the plane of fire can push their powers a little to burn a little brighter, one who chooses the plane of Air, move with an unnatural swiftness and grace, a bard choosing the plane of water will find themselves more at home on and under the waves, and those that decide on the the college of earth become a lot harder to push around.

Plane-bond

When you join the College of Elements, you decide which of the four elemental planes you want to access to enhance your abilities. This choice impacts later features gained within this subclass and cannot be changed, so choose carefully.

Air - Air elemental bards become resistant to lightning damage. You also learn the Shocking Grasp cantrip which doesn't count against your list of known cantrips.

Earth - Earth elemental bards become resistant to bludgeoning damage. You also learn the Magic Stone cantrip which doesn't count against your list of known cantrips.

Fire - Fire elemental bards become resistant to fire damage. You also learn the Fire Bolt cantrip which doesn't count against your list of known cantrips.

Water - Water elemental bards become resistant to cold damage. You also learn the Ray of Frost cantrip which doesn't count against your list of known cantrips.

 

Air

Air elemental bards become resistant to lightning damage, and learn the Shocking Grasp cantrip which does not count against your list of known cantrips.

Earth

Earth elemental bards become resistant to bludgeoning damage. You also learn the Magic Stone cantrip ,which does not count against your list of known cantrips.

Fire

Fire elemental bards become resistant to fire damage and you learn the Fire Bolt cantrip, which does not count against your list of known cantrips.

Water

Water elemental bards become resistant to cold damage. You also learn the Ray of Frost cantrip, which does not count against your list of known cantrips.

Elemental inspiration

Starting at level 3 when you join the College of Elements but after choosing your plane-bond, your Bardic Inspiration gains an additional effect.

Air - When an ally uses your Bardic Inspiration, they gain additional 10ft of movement speed  until the end of their next turn.

Earth - When an ally uses your Bardic Inspiration, they cannot be moved against their will and they gain advantage on strength checks until the end of their next turn.

Fire - When an ally uses your Bardic Inspiration, they  can choose to deal an additional 2d6 fire damage the next time they deal a damage to a creature before the end of their next turn.

Water - When an ally uses your Bardic Inspiration, they  gain 2 temporary hit points per your level of Bard until the end of their next turn.

Force of Nature

At 6th level, the element you have selected enhances your fighting ability.

Air - You gain an additional 5 ft movement speed, and can use the dash or disengage action as a bonus action.

Earth - You gain 2d6 temporary hit points after a long rest and enemies cannot knock you prone as long as you are conscious. 

Fire - Anytime you deal damage to a creature, you deal additional fire damage equal to your proficiency modifier and you are immune to effects that would set you on fire.

Water - You gain resistance to poison damage and are immune to the poisoned condition, you also gain a swimming speed equal to your normal movement speed and can breathe underwater indefinitely. 

Air

You gain an additional 5 ft movement speed, and can use the dash or disengage action as a bonus action.

Earth

You gain 2d6 temporary hit points after a long rest and enemies cannot knock you prone as long as you are conscious. 

Fire

Anytime you deal damage to a creature, you deal additional fire damage equal to your proficiency modifier and you are immune to effects that would set you on fire.

Water

You gain resistance to poison damage and are immune to the poisoned condition, you also gain a swimming speed equal to your normal movement speed and can breathe underwater indefinitely. 

Bring the Boom

At 14th level, you put on one incredible performance and are able to bring down the house in a very potent way. As an action you expend your remaining bardic inspirations, you cause an 20ft radius explosion at a point you can see within 60ft. Creatures within the radius must succeed on a dexterity saving throw or take  2d10 of your chosen elemental damage type per bardic inspiration spent. A creature that makes its save only take half damage. This feature spreads around corners and ignores cover.

Blood Runs Cold

As an action, you expend all remaining uses of your bardic inspiration, you cause a  20ft radius sphere explosion at a point you can see within 60ft. Creatures within the radius must succeed on a dexterity saving throw or take  2d10 cold damage per bardic inspiration spent. A creature that makes its save only take half damage. This feature spreads around corners and ignores cover

Let there be rock

 As an action you expend your remaining bardic inspirations, you cause an 20ft radius explosion at a point you can see within 60ft. Creatures within the radius must succeed on a dexterity saving throw or take  2d10 force damage per bardic inspiration spent. A creature that makes its save only take half damage. This feature spreads around corners and ignores cover

Spit Hot Fire

As an action, you expend all remaining uses of your bardic inspiration, you cause a 20ft radius sphere explosion at a point you can see within 60ft. Creatures within the radius must succeed on a dexterity saving throw or take  2d10 fire damage per bardic inspiration spent. A creature that makes its save only take half damage. This feature spreads around corners and ignores cover

Thunder Struck!

As an action you expend your remaining bardic inspirations, you cause an 20ft radius explosion at a point you can see within 60ft.  Creatures within the radius must succeed on a dexterity saving throw or take  2d10 lightning damage per bardic inspiration spent. A creature that makes its save only take half damage. This feature spreads around corners and ignores cover

 

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