Base Class: Bard
Horn of the Hunt
When choosing this college at 3rd level, you gain a hunting horn from the College of the Hunting Horn itself. You are considered to be proficient with the hunting horn. The hunting horn is a martial melee weapon that deals 3d4 bludgeoning damage and has the two handed property. It can be used as an arcane focus. If you lose your hunting horn, you may spend 3 days and 1000 gp making another one.
Melodies of the Hunt
At 3rd level, you learn three melodies of your choice that you can play upon the hunting horn. You can play these melodies by expending a use of your Bardic Inspiration as a reaction whenever you deal damage with your hunting horn.
You learn additional melodies of your choice at higher levels. You learn an additional melody at 6th, 9th, 13th and, 16th.
Attack Up. A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of you, deal an additional amount of damage equal to your Charisma modifier on their next attack.
Health Recovery. A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of you, regain a number of hit points equal to your Charisma modifier.
Defense Up. A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of you, gain a +1 to their armor class for 1 minute. This benefit does not stack with itself.
Negate Environmental Damage. A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of you gain immunity to hazardous environmental heat and cold for 1 minute.
Ice Resistance Boost. A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of you gain resistance to cold damage for 1 minute.
Fire Resistance Boost. A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of your gain resistance to fire damage for 1 minute.
Thunder Resistance Boost. A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of you gain resistance to thunder damage for 1 minute.
Poison Resistance Boost. A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of you, gain resistance to poison damage for 1 minute.
Acid Resistance Boost. A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of you, gain resistance to acid damage for 1 minute.
Lightning Resistance Boost. A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of you, gain resistance to lightning damage for 1 minute.
Stun Foes. A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of you, must succeed on a Constitution saving throw or be stunned for 1 minute.
Negate Stun. A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of you gain immunity to the stunned condition for 1 minute.
Negate Paralysis. A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of you gain immunity to the paralyzed condition for 1 minute.
Speed Up Self. Your movement speed is doubled until the end of your next turn. This effect does not stack with itself.
Evasiveness Up. A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of you, gain advantage in all Dexterity saving throws for 1 minute.
Acid Resistance Boost
A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of you, gain resistance to acid damage for 1 minute.
Attack Up
A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of you, deal an additional amount of damage equal to your Charisma modifier on their next attack.
Defense Up
A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of you, gain a +1 to their armor class for 1 minute. This benefit does not stack with itself.
Evasiveness Up
A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of you, gain advantage in all Dexterity saving throws for 1 minute.
Fire Resistance Boost
A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of your gain resistance to fire damage for 1 minute.
Health Recovery
A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of you, regain a number of hit points equal to your Charisma modifier.
Ice Resistance Boost
A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of you gain resistance to cold damage for 1 minute.
Lightning Resistance Boost
A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of you, gain resistance to lightning damage for 1 minute.
Negate Environmental Damage
A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of you gain immunity to hazardous environmental heat and cold for 1 minute.
Negate Paralysis
A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of you gain immunity to the paralyzed condition for 1 minute.
Negate Stun
A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of you gain immunity to the stunned condition for 1 minute.
Poison Resistance Boost
A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of you, gain resistance to poison damage for 1 minute.
Speed Up Self
Your movement speed is doubled until the end of your next turn. This effect does not stack with itself.
Stun Foes
A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of you, must succeed on a Constitution saving throw or be stunned for 1 minute.
Thunder Resistance Boost
A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of you gain resistance to thunder damage for 1 minute.
Quickened Sound
When you reach 6th level, you are able to play two melodies as a reaction rather than one whenever you play a melody. You still have to expend the same number of uses of your Bardic Inspiration as you normally would.
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