Bard
Base Class: Bard

The College of Aeolian Tones is a bardic tradition that draws inspiration from the natural music created by the wind moving through the world. These bards are attuned to the whistling of the breeze through narrow gaps in rocks, the rustling of leaves, and the gentle hum of an approaching storm. They blend the musical arts with a deep connection to nature, channeling the power of the wind and the natural world into their performances and spells.

One With the Winds

Because of your attunement to the sounds of nature, you learn the Druidcraft cantrip. This counts as a bard cantrip for you, but doesn’t count against your number of cantrips known.

You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

Nature's Embrace

The natural movement of air creates a constantly shifting barrier around you, granting you an unarmoured defence option. When you are not wearing armour and not using a shield, your AC equals 10 + your Charisma modifier + your Dexterity modifier

Wind Channeler

Starting at 3rd level, you can invoke the power of the wind to bolster your performances.
As a bonus action, you can expend one use of your bardic Inspiration to create a soft breeze or a strong gust:

Offensive Squall

Choose a creature within 30 feet of you that you can see. The target must make a Strength saving throw against your spell save DC. On a successful saving throw, harmless wind briefly swirls around them.

On a failed saving throw, a swirling sphere of air billows around the target, dealing Force damage equal to a roll of your Bardic Inspiration die. The area within 10 feet of the target becomes difficult terrain, and moves with them, until the end of your next turn.

Soothing Zephyr

Choose a creature within 30 feet of you that you can see. The chosen creature gains temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier (minimum of 1 temporary hit point).

Whispering Wind

At 6th level, you can use the wind to carry words and sounds to your ears. As an action, you can focus on a point within 120 feet that you can see. 
For the next 10 minutes, or until you dismiss it as an action, you can hear as if you were at that point, allowing you to eavesdrop on conversations or detect faint sounds, even if you break the line of sight, as long as you remain within 120 feet of the chosen point. 
Anything that you hear using this feature is translated by the wind into a language that you understand.
The wind can pass through small holes, narrow openings, and even mere cracks, but it cannot pass through solid barriers like glass or through water.

Additionally, as a bonus action, you can move the focal point to another point you can see within the same range of you.

Sound of Silence

At 6th level, tapping into your connections with the aeolian when you cast spells, you have learnt to twist the sounds you make into the inaudible language of the wind. When casting a spell that requires verbal components, you can choose to ignore the requirement. 

You can use this feature three times, and you regain all expended uses when you finish a long rest.

Nature's Symphony

At 14th level, you can call upon the full power of the Aeolian Tones to create a symphony with nature. As an action, you create a sphere of swirling wind and natural sounds in a 30-foot radius centred on you. The sphere moves with you, and it lasts for 1 minute unless you are incapacitated or killed.

This area has the following effects:

  • Ranged weapon attacks and ranged spell attacks that pass through the area have disadvantage against their targets.
  • When a friendly creature in this area is hit with an attack from an enemy creature that is also within this area you can use your reaction to force the enemy creature to make a Wisdom saving throw against your spell save DC. On a failed save they become charmed by you until the start of their next turn.
  • You can use a bonus action to cause creatures up to your charisma modifier within the area (including you) to regain hit points equal to your Charisma modifier (minimum of 1) 

Once you use this feature, you can’t use it again until you finish a long rest.

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