Base Class: Bard
Bards of the College of the Zephyr see the chaos of combat not as a clash of steel, but as a complex arrangement of air currents waiting to be directed. While other bards focus on words of inspiration or psychic manipulation, those of the Zephyr channel raw kinetic wind magic through their instruments—frequently flutes, pipes, or horns.
To a Zephyr bard, a performance is a tactical composition. A rapid trill on a flute can create a localized tailwind that whisks a fragile ally out of harm's way, while a sharp, piercing note can summon a violent blast of air to knock an attacking monster clean off balance. Rather than acting as a traditional frontline, these bards serve as battlefield conductors. They constantly reshape the map, shoving enemies exactly where they want them—often directly into the path of a waiting heavy-hitter—and ensuring their party is always one step ahead of the storm.
The Tailwind Trill
Your instrument weaves a magical tempo that makes your allies light on their feet. Whenever a creature rolls your Bardic Inspiration die to add to an ability check, attack roll, or saving throw, the residual wind magic allows them to immediately move up to half their speed. This movement does not provoke opportunity attacks.
Piercing Whistle
You can blow a sudden, sharp note on a flute or any wind instrument to blast incoming strikes off course. When a creature you can see makes an attack roll against an ally within 30 feet of you, you can use your reaction to summon a violent, localized gust of wind. The attacker has disadvantage on the attack roll. You can use this feature by expending one of your inspiration die.
Gale Force
You learn how to channel heavy bursts of air through your magic. Whenever one or more creatures fail a saving throw against a Bard spell you cast of 1st level or higher, you can choose a number of those creatures up to your Proficiency Bonus. Each creature is pushed away from you in a straight line depending on its size:
Medium or smaller: Pushed up to 15 feet.
Large: Pushed up to 10 feet.
Huge or Larger: The creature is unaffected.
If a creature hits a solid object (such as a wall) as a result of this movement, it takes an additional 1d6 bludgeoning damage.
Hurricane Anthem
You unleash a catastrophic, concentrated blast of wind to clear the battlefield. As an action you play a furious, world-shaking note. A massive burst of gale-force wind radiates outward from you in a 30-foot radius.
Each creature of your choice within that area must make a Strength saving throw against your spell save DC.
On a failed save: A creature takes 5d10 bludgeoning damage, is pushed 20 feet away from you, and is knocked prone.
On a successful save: The creature takes half as much damage and is not pushed or knocked prone.
Additionally, the area within the 30-foot radius becomes difficult terrain for creatures of your choice for 1 minute, as violent, swirling winds continue to howl.
Once you use this feature, you cannot do so again until you finish a short or long rest.
Bonus Proficency
You gain Proficency in the Acrobatics skill Additionaly you gain Proficency with one instrument of your choice
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