Base Class: Bard
Hailing from the desolate places of the world minstrels walk between remote villages bearing news and stories, keeping communities linked even through snow. Minstrels are protected by law more fiercely than any other in the collapsing nation as they are often peoples only link to the rest of the world. They are keepers of history and stories, often hunters and survivalists by necessity. Together they form a large network, telling the gathered stories to each other so all may hear their words in time.
Community Health
You may expend one use of your Bardic Inspiration to add temporary hit points equal to the roll of your Inspiration Die to yourself or one of your allies.
At level 6 you may now expend one use of your Bardic Inspiration to add temporary hit points equal to the roll of your Inspiration Die to up to 6 people at once.
Survivalist
You gain proficiency in Survival, History, and Nature. You gain an extra bonus based on your harsh environment.
Fiery Sands
You hail from the hot sands of the desert. As such, you have learned to use your magic to create the water you need. You gain the spell Create or Destroy Water.
Harsh Winds
The harsh winds of your home in either the mountains or the arctic have granted you tougher skin than most. Your base AC is 11.
In the Dark
You hail from the dark reaches of the Underdark. As such, your senses in the dark have increased. You gain Darkvision of 60ft or increase your Darkvision by 60ft.
Poisonous Air
You hail from a land filled with poisons, either the swamp or jungle, As such, you have built up a resistance to it.
Born of Strife
You gain resistance to one element based on your environment.
Born of Fire
You have learnt to survive the harsh nature of your homeland. As such, you gain resistance to a type of damage related to that land. Hailing from the desert, you are resistant to Fire.
Born of Poison
You have learnt to survive the harsh nature of your homeland. As such, you gain resistance to a type of damage related to that land. Hailing from deep jungles or slimy swamps, you are resistant to Acid.
Born of the Dark
You have learnt to survive the harsh nature of your homeland. As such, you gain resistance to a type of damage related to that land. Hailing from the Underdark, you are resistant to Necrotic energies.
Born of Winter
You have learnt to survive the harsh nature of your homeland. As such, you gain resistance to a type of damage related to that land. Hailing from snowy peaks or the icy arctic, you are resistant to the Cold.
Performance Heard Around the World
If you perform for 1 minute, you can magically allow all humanoids within 10 miles to hear the performance. If this affects any other bards, they can perform the same, amplifying it another 10 miles. Everyone who hears this performance gains immunity to being frightened for the next 24 hours and 1d8 temporary hit points. Once you use this ability you may not use it again until after a long rest.
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