Bard
Base Class: Bard

Nature has long been mortals’ greatest source of inspiration. Dandelion seeds drifting in the wind, the quiet buzz of bees searching for nectar, the fragrant smell of a freshly bloomed flower... To a student of the College of Flowers, these are constant reminders of the world’s ever-present beauty, and their duty to spread such beauty wherever they go. Members of this bardic college learn to draw power from the earth’s most delicate creations, using their magic to sprout a bud of potential within their allies’ hearts. In the heat of battle, these buds blossom into vibrant gardens of multicolored flowers—an elegant display of nature’s unyielding tenacity and a sign that hope can bloom even in the direst times.

Bud of Inspiration

Your words can inspire life to grow from the most unlikely of places. When you take a Bonus Action to give a creature a Bardic Inspiration die, you can cause a flower to
sprout on that creature’s person. Choose one of the flower options below; the creature gains a benefit based on the chosen flower, which lasts for as long as the creature has
the Bardic Inspiration die.

  • Dandelion. The creature gains 1d4 Temporary Hit Points at the start of each of its turns.
  • Poppy. Whenever the creature makes a saving throw to avoid or end the Charmed condition on itself, it gains a 1d4 bonus to the roll.
  • Rose. An enemy that hits the creature with a melee attack roll takes 1d4 Piercing damage. A creature can take this damage only once per turn.
  • Sunflower. Immediately after the creature regains Hit Points or takes Radiant damage, the flower restores 1d4 Hit Points to the creature. A creature can gain this benefit
    only once per turn.
Dandelion

The creature gains 1d4 Temporary Hit Points at the start of each turn.

  • (At Level 14) When a creature you can see that bears this flower is reduced to 0 Hit Points, you can take a Reaction
    to cause it to disappear in a cloud of dandelion seeds. The creature is teleported up to 30 feet to an unoccupied
    space you can see and regains Hit Points equal to one roll of your Bardic Inspiration die plus twice your Bard level.

Poppy

Whenever the creature makes a saving throw to avoid or end the Charmed condition on itself, it gains a 1d4 bonus to the roll.

  • (At Level 14) When a creature you can see that bears this flower fails a saving throw against an effect that allows
    it to make a saving throw to end the effect early, you can take a Reaction to cause the flower to sedate the creature
    and cleanse it of negative effects. The target succeeds on the saving throw instead, gains Temporary Hit Points
    equal to one roll of your Bardic Inspiration die plus your Charisma modifier, and is drowsy until the end of its next
    turn. A drowsy creature’s Speed is halved and, on its turn, it can take either an Action or a Bonus Action, not both.

Rose

An enemy that hits the creature with a melee attack roll takes 1d4 Piercing damage. A creature can take this damage only once per turn.

  • (At Level 14) When a creature hits a Bloodied creature you can see that bears this flower with a melee attack, you
    can take a Reaction to cause rose thorns to surround the attacker, forcing it to make a Strength saving throw
    against your spell save DC. On a failed save, the target is Restrained for 1 minute. While Restrained, the target
    takes Piercing damage equal to one roll of your Bardic Inspiration die at the start of each of its turns.
    The Restrained creature or another creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC, freeing the
    Restrained creature on a success.

Sunflower

Immediately after the creature regains Hit Points or takes Radiant damage, the flower restores 1d4 Hit Points to the creature. A creature can gain this benefit
only once per turn.

  • (At Level 14) When a creature you can see that bears this flower regains Hit Points or takes Radiant damage, you
    can take a Reaction to cause the creature to radiate Bright Light that is sunlight in a 30-foot radius. Roll your Bardic
    Inspiration die and add your Charisma modifier to it. Creatures in the light either regain Hit Points or take Radiant
    damage equal to the total (your choice for each creature)

Green Thumb

You gain a Herbalism Kit, and you have proficiency with it. You can use a Herbalism Kit as a Spellcasting Focus for
your Bard spells. In addition, you know the Druidcraft cantrip. If you already know it, you learn a different Druid cantrip of
your choice. The cantrip counts as a Bard spell for you but doesn’t count against the number of cantrips you know.

Sow the Seeds

Every garden starts with a seed. You can cast spells as though you were in the space of any creature that has one of your Bardic Inspiration dice, but you must use your
own senses. In addition, whenever you cast a level 1+ spell in this way, that creature gains a cumulative +1 bonus to the next roll of a Bardic Inspiration die, up to a maximum bonus
equal to your Charisma modifier.

Let It Bloom

The prettiest flowers bloom in the most dangerous environments. You can aid creatures that have flowers from your Bud of Inspiration feature. The effects are based on
the flower the creature has. You can use each option once, and you regain all expended uses when you finish a Long Rest.

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