Base Class: Bard
Bards of the College of Natural Harmony don't rely on crafted instruments to weave their magic — they draw music from the world itself. To them, every stone, stream, gust of wind, and crackling flame carries an ancient melody, a timeless song echoing through nature. These bards attune themselves to these hidden symphonies, allowing them to channel raw elemental forces, reveal forgotten stories, and conjure harmonies that have existed since the world's first breath.
While others hear only rustling leaves or crashing waves, a Bard of Natural Harmony hears a ballad older than any mortal song. They call upon this natural music to heal, protect, and inspire, becoming mediators between civilization and the wild forces of the world.
Songs of the Wilds
At 3rd level, you can channel the ambient music of nature itself. You no longer require musical instruments to cast bard spells that have verbal or material components. Instead, you may hum, whistle, or mimic the sounds of nature (like birdsong, rustling leaves, or the crackling of fire) to fulfil these components.
Additionally, you learn to listen for the stories hidden in nature. You gain proficiency in the Nature skill, and you can add your Charisma modifier to History checks you make.
Natural Resonance: When you cast a spell using only the ambient music of nature, your magic reverberates with natural energy. Choose one of the following effects to apply to the spell:
- Strength of Stone: You and one ally within 30 feet gain temporary hit points equal to your Bard level.
- Whispering Breeze: You and your allies can communicate in soft whispers over a distance of 120 feet as if using the Message spell for 1 minute.
- Eyes of Ember: You can shed bright light in a 10-foot radius and dim light for an additional 10 feet until the end of your next turn. This light is magical and can be dismissed at will.
Elemental Chorus
You learn to call forth the pure elemental forces that weave through the natural world. As an action, you summon the music of one of the following elements, choosing which effect to manifest. This chorus lasts for 1 minute or until you dismiss it (no action required). While it is active, you can use your bonus action each turn to amplify its effects.
- Song of Stone: Jagged stones and hardened earth rise to shield you. You and creatures of your choice within 10 feet gain half cover. As a bonus action, you can cause the ground in a 20-foot radius to become difficult terrain for enemies until the start of your next turn.
- Song of Water: The flowing melody of water surrounds you. Allies within 10 feet of you regain hit points equal to your Charisma modifier at the start of each of their turns. As a bonus action, you can end this healing effect early to remove one condition from an ally within 30 feet (charmed, frightened, or poisoned).
- Song of Flame: A low, pulsing hum like the crackling of fire fills the air. Enemies within 10 feet of you have disadvantage on Dexterity (Stealth) checks, and your melee weapon attacks deal an additional 1d6 fire damage. As a bonus action, you can cause flames to flicker violently, forcing all creatures of your choice within 10 feet to make a Dexterity saving throw or take 2d6 fire damage.
- Song of Wind: A light, whistling wind swirls around you. You and creatures of your choice within 10 feet have advantage on Dexterity saving throws and can move an additional 10 feet when they take the Dash action. As a bonus action, you can cause a sudden gust to shove an enemy within 30 feet, forcing them to make a Strength saving throw or be pushed 15 feet away from you.
You can use this feature a number of times equal to your proficiency bonus, and you regain all uses when you finish a long rest.
Symphony of Ages
At 14th level, you unlock the ability to tap into the ancient memory of the world itself. You can summon the echoes of long-forgotten songs that hold the wisdom of the past and the fury of nature. Once per long rest, as an action, you call upon one of the following powerful symphonies:
- Ballad of the Lost Hero: You call upon the spirit of a forgotten champion. You summon a spectral, ghostly figure of a hero from a bygone age to fight alongside you for 1 minute. This hero appears in an unoccupied space within 30 feet and uses the stats of a Spiritual Weapon cast at 3rd Level (except it can move and act as if it were a summoned creature). You may command it using a bonus action on each of your turns.
- Dirge of Ragnarok: You call upon the echoes of cataclysms past. Thunder booms as a 30-foot radius centered on you begins to tremble with power. All creatures of your choice in the area must make a Dexterity saving throw. On a failure, they are knocked prone and take 3d10 bludgeoning damage and 3d10 thunder damage. The area continues to quake for 1 minute, causing any enemy that moves through it to make a Dexterity saving throw or fall prone.
- Refrain of Renewal: You invoke a song of pure restoration from the birth of the world. Each ally within 30 feet of you regains hit points equal to 4d10 + your Bard level, and they can each end one condition of their choice (charmed, frightened, poisoned, blinded, or deafened). Additionally, the area around you blooms with radiant, natural beauty for 1 minute, causing difficult terrain for enemies in a 30-foot radius.
Once you use this feature, you cannot use it again until you complete a long rest.







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