Bard
Base Class: Bard

The College of Skyfarers is an esteemed order of bards who blend music with the freedom of flight. These bards channel the power of the wind and the sky, inspiring their allies to soar through the air and manipulating the very currents of battle. They are adventurers and sky-bound explorers who wield melodies to lift their companions and disrupt their foes. Whether through soaring tunes or destructive sonic waves, Skyfarers turn the battlefield into a place where the winds themselves are their allies.

Level 3: Aerial Adept

Starting at 3rd level, your connection to the skies grants you unparalleled agility. When you or a creature that has benefited from your Bardic Inspiration within the past minute takes damage, they can use their reaction to move up to half their movement speed in any direction without provoking opportunity attacks. This movement can include vertical but unless they have a flying speed they will begin to fall at the start of their next turn.

Level 3: Winged Melody

Starting at 3rd level, your bardic inspirations grant an extra boon. The target gains a flying speed equal to their walking speed for as long as they have bardic inspiration or one minute, whichever comes first. This allows your allies or yourself to gain the freedom to move above threats or across terrain with ease.

Level 6: Resonant Winds

At 6th level, you’ve learned to harness the power of resonant sound to destabilize aerial foes. As a Bonus Action, you can target a flying creature within 30 feet of you that is below its maximum hit points and unleash a shockwave of disruptive energy. The creature must make a Constitution saving throw against your Bard Spell Save DC.

  • On a failed save: The creature falls 30 feet. If it lands on the ground, it is knocked prone. If it collides with the ground or an obstacle, it takes 1d6 bludgeoning damage for every 10 feet fallen, up to a maximum of 3d6.
  • On a successful save: The creature remains airborne but loses the ability to take reactions until the start of your next turn.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

In addition, you can cast the spell Fly, once per long rest without expending a spell slot or requiring material

Level 14: Sky's Respite

While concentrating on a spell, you create a 30-foot aura around you. Allies within this aura gain temporary hit points equal to your Charisma modifier + your Bard level at the start of their turn. If you or an ally has benefited from your Bardic Inspiration within the past minute, the temporary hit points are doubled, and any damage taken by allies within the aura is reduced by 1d6 (this reduction resets at the start of each of their turns).

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