Base Class: Bard
"I wandered lonely as a cloudThat floats on high o'er vales and hills,When all at once I saw a crowd,A host, of golden daffodils;Beside the lake, beneath the trees,Fluttering and dancing in the breeze.Continuous as the stars that shineAnd twinkle on the milky way,They stretched in never-ending lineAlong the margin of a bay:Ten thousand saw I at a glance,Tossing their heads in sprightly dance.The waves beside them danced; but theyOut-did the sparkling waves in glee:A poet could not but be gay,In such a jocund company:I gazed—and gazed—but little thoughtWhat wealth the show to me had brought:For oft, when on my couch I lieIn vacant or in pensive mood,They flash upon that inward eyeWhich is the bliss of solitude;And then my heart with pleasure fills,And dances with the daffodils."
-- Daffodils, William Wordsworth, renowned Bard of the Wildsong
Bards of the College of Wildsong are wards of Great Wilds, servants of the natural world in an eternal symbiosis with the earth, guarding its beauty as payment for the beauty it inspires. These bards are creatures of solitude, often preferring the company of music of nature during their long, thoughtful walks, but when they do gather, it is most often in camps, where the dirt may cling beneath their fingernails while they write, and the birds may join in with them as they recite their sonnets and odes to the Great Wilds.
They wander the world, eager to experience the wonder it has to offer, and transcribe that wonder into words. Often likened to the romanticists of the Old Ages, these bards may be the most verbose of them all, conveying their starry-eyed perspective to the world with the utmost precision, albeit at the cost of a perceived pretentiousness. However, that assumption is wholly untrue. Bards of the College of Wildsong are kind, humble, and generous souls, seeking to protect and inspire the children of Mother Nature whenever the need arises.
Naturalist
At 3rd level, the Great Wilds begin to reveal their secrets to you, allowing you to navigate all aspects of the natural world with ease. You gain proficiency in the Nature and Survival skills, if you weren't already proficient in those skills.
Walking Garden
Also at 3rd level, you learn to grow a host of exotic plants while on your travels, granting strange and wondrous boons from the Great Wilds. When you complete a long rest, you gain 3 seeds from the table below to plant in your garden. While in your garden, you may use an action to cause one of these seeds to bloom, activating its passive effect. Additionally, while a seed is in bloom, you may use a bardic inspiration die trigger its active effect.
Only one seed may be in bloom at a time, and all seeds wither into a fine powder at the end of your next long rest.
The number of seeds you gain at the end of a long rest increases by 1 at level 6, and once again at level 10.
Wild Seeds
When you complete a long rest, roll on this table and take the seed that corresponds to the result (1 roll per seed). If you get a result that you have already gotten, choose a different seed corresponding to any number below the number you rolled.
| d20 + Bard Level | Result |
| 4 | None You receive no seed. |
| 5-6 | Dancing Nettle Passive: You and any allies within 5 feet of you have advantage on saving throws against being grappled. Active: As an action, you target a creature within 30 feet of you that you can see and blow a cloud of pollen towards them. They must succeed a Constitution saving throw against your spell save DC or suffer the following effects for 1 minute: They must, on their turn, move at least 30 feet away from the space they occupied at the start of their turn or take 1d4 psychic damage. At the end of the target's turn, they may repeat the saving throw, ending the effect early on a success. |
| 7-8 | Quip Leaf Passive: You and any allies within a 1-mile radius of your garden are considered proficient in the Persuasion, Deception, and Intimidation skills. Active: As a bonus action, you consume a leaf from this plant, and gain the following effect for 1 minute: Creatures have a deficit on saving throws to resist being charmed by you equal to your proficiency bonus. |
| 9-10 | Leven Berries Passive: Whenever you or any allies within 30 feet of you receive healing, add your proficiency bonus to the total amount of hit points regained. Active: As an action, you pluck a cluster of 10 berries from the leaves. These berries have the same effect as those gained from the 'goodberry' spell. |
| 11-12 | Withering Bonecap Passive: Any healing an enemy within 30 feet of you receives is reduced by a number equal to your proficiency bonus. Active: As an action, you squeeze the bonecap, releasing its spores into the air around you. Any creatures within 5 feet of you must make a Constitution saving throw against your spell save DC or become poisoned. |
| 13-14 | Witch Weed Passive: Any hostile creatures within 30 feet of you have their movement speed reduced by 5 feet. Active: As an action, you cause the witch weed's tendrils to magically grow at a rapid speed. Choose a creature within 10 feet of you that you can see, and roll a melee spell attack against them. On a hit, the creature takes 1d6 + your proficiency bonus piercing damage and must succeed on a Dexterity saving throw against your spell save DC or become restrained until the start of your next turn. |
| 15-16 | Midnight Carrot Passive: You and any allies within 60 feet of you gain darkvision up to 120 feet. Active: As an action, you break a root of the plant in half, and cast hunger of Hadar without using a spell slot. |
| 17-18 | Ghostbloom Passive: You and any allies within 30 feet of you cannot roll lower than a 10 on stealth checks. If a creature affected by this ability rolls lower than a 10, the roll is treated as if they rolled a 10. Additionally, whenever a creature affected by this ability takes the hide action, it automatically succeeds. Active: As an action, you open one of the blooms of the plant, unleashing a wave of ethereal energy. Any creature within a 20-foot radius centered on a point that you can see within 150 feet of you must make a Wisdom saving throw against your spell save DC or become blinded and deafened, as described by the blindness/deafness spell. |
| 19-20 | Lover's Thorn Passive: Add your proficiency bonus to any initiative rolls you make. Active: As an action, you pluck two thorns off of the stem, holding them in your palm. Choose a creature within 30 feet of you that you can see. If the creature is willing, the effects takes hold without difficulty, but if it is not, it must first succeed on a Wisdom saving throw against your spell save DC or suffer the following effects: Whenever you or the affected creature takes damage, you each take half of the damage that would've been dealt. |
| 21-22 | Mandrake Passive: You gain a burrowing speed equal to half of your base movement speed. Active: As an action, you momentarily tear the mandrake root out of the soil, causing it to shriek impossibly loud. Any creature within 30 feet of you that can hear the mandrake root must succeed on a Wisdom saving throw against your spell save DC or fall under the effects of the confusion spell. A target may repeat the saving throw at the end of each of their turns, ending the effect early on a success. |
| 23-24 | Infernal Stinkhorn Passive: Any hostile creatures that start their turn within 30 feet of you, or within 30 feet of any allies within 15 feet of you, must succeed on a Constitution saving throw against your spell save DC or become poisoned. Active: As an action, you consume the head of one of the mushrooms, causing your mouth to seep with toxic smog. For the next minute, you gain the effects of the dragon's breath spell with poison as the chosen damage type. |
| 25-26 | Hydraic Azalea Passive: Whenever you or your allies take damage from a melee attack, the attack takes acid damage equal to your bard level. Active: Whenever you would fall unconscious, you may use your reaction to drink some of the plant's nectar and regain half of the hit points you had before falling unconscious and not fall unconscious. |
| 27-28 | Lady's Mantle Passive: Whenever you succeed on a Persuasion, Deception, or Intimidation check to make a creature follow your commands, that creature is considered to be charmed by you for the next minute. Active: As an action, you make shake free the petals from this plant, sending them soaring towards a creature you can see within 30 feet. The creature must succeed on a Wisdom saving throw equal to your spell save DC or become charmed by you for 1 minutes, or until it takes damage from you or your allies. While charmed in this way, the creature must follow all of your commands that are not obviously lethal to itself. When the effect ends, the creature will believe that it was not charmed, and that it followed your commands of its own free will. |
| 29-30 | Dragon-Fruit Passive: When you're not wearing armor, your AC is equal to 10 + your proficiency bonus + your Dexterity modifier. Active: As an action, you consume one of the fruits, allowing you to temporarily take on draconic aspects. For the next minute, you are under the effects of the dragon's breath spell (with fire as the chosen damage type) and have a flight speed equal to your walking speed. |
| 31-32 | Myvrandilic Lily Passive: You deal an extra Xd4 necrotic damage whenever you deal damage to a creature that is vulnerable to the given damage type, where X equals your proficiency bonus. Active: As an action, you allow the flower to whisper into your ear, telling you all of the vulnerabilities, resistances, immunities, and other relevant combat information about one creature you can see. |
| 33-34 | Deadly Nightshade Passive: Your melee attacks deal an extra 1d6 poison damage, regardless of whether or not they hit. Active: As an action, you consume a bulb from the center of the plant, causing you to take 1d10 poison damage and granting you the following effects for the next minute: You become poisoned, however, whenever you deal damage to a creature, the creature takes an extra 2d6 poison damage and also becomes poisoned. This effect ends early if you are cured of the poisoned condition. |
| 35-36 | Luckleaf Passive: You have advantage on any ability checks, saving throws, or attack rolls regarding areas that you are not proficient in. Active: Whenever you fail an ability check, saving throw, or attack roll, you may use your reaction to pluck a leaf from this plant and cause the roll to automatically succeed, treating the roll as if it was a critical success. |
| 37-38 | Winter Diamond Passive: Any creature that ends its turn within 15 feet of you or your allies must make a Constitution saving throw against your spell save DC or gain 1 point of frostbite. If a creature gains 10 of these points, they fall under the effects of the flesh to stone spell for 1 minute. Active: As an action, you blow on the petals of this plant, causing them to put forth a torrent of frigid air. Any hostile creature in a 60-foot cone must make a Constitution saving throw against your spell save DC, or gain 2 points of frostbite. Any allied creatures within this area instead regain hit points equal to your proficiency bonus. |
| 39-40 | Sun Lotus Passive: You emit bright light in a 60-radius centered on yourself. This light is considered sunlight, and any evil aligned creatures that end their turn within this light must make a Charisma saving throw against your spell save DC, taking 5d6 fire damage on a failure, or half as much on a success. Active: As an action, you hurl one of these flowers at a point you can see within range, and cast fireball at 9th level without expending a spell slot. |
Nature’s Haven
At 6th level, you have mastered life in the wilderness, allowing you to effortlessly survive, and even thrive, when amongst the trees. Once per long rest, whenever you and your allies complete a short or long rest, you and your allies gain the following benefits:
- You gain temporary hit points equal to 1d10 + your bard level.
- Any healing you receive for the next 1d4 hours l heals additional hit points equal to half your bard level.
- You gain 10 extra feet of movement speed for the next 1d4 hours.
Call of the Wild
At 14th level, you are able to harmonize with the sing of the Great Wilds themselves, your hearts pounding as one for a brief moment. Once per long rest, you may, as an action, begin the Wildsong, lasting for 1 minute or until you fall unconscious or die. While the Wildsong is active, you may have three seeds of your choice from your Walking Garden feature in bloom simulataneously, allowing you to benefit from all of their passive abilities and activate all of their active abilities without using an action.
Previous Versions
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4/30/2025 7:31:30 PM
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Homebrew
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Coming Soon
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