Base Class: Bard
Bards belonging to the College of Weather study the ways of nature and how magic interacts with it. Those belonging to this college will generally act as heralds and informants. Due to their accuracy in predicting inclement weather, these bards sometimes make valuable members of army units.
Forecast
Starting when you choose this college at 3rd level, you learn to sense weather patterns in the area around you. Using your action, you become aware of the current conditions within 5 miles of you, including any unusual weather patterns (such as an unusually large amount of fog surrounding a building). You also learn how the weather will naturally change in that area over the next several hours.
Once you have used this feature you cannot use it again until you finish a long rest.
Isolated Conditon
Also starting at 3rd level, your magic seems to alter the weather conditions around you. When you cast a Bard spell of 1st level or higher, you can expend one use of your Bardic Inspiration to create a weather effect in a 10ft radius cylinder which extends upward 10ft from a point on the ground you can see within 60ft. After choosing the point of origin, roll your bardic inspiration die and consult the table below for the effect which occurs. The weather condition lasts 1 minute, but ends early if you are incapacitate or use this feature again. It can also be ended early by using your action. Unless otherwise stated, the DC for saves made against these effects is your bardic spell save DC.
As you gain levels in this subclass, the area of effect will increase in size. The radius of the cylinder and its height increase by 5ft at 6th level and again at 14th.
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Rolled Value |
Weather Condition |
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1 |
Sunny Day - The area is filled with sunlight, dispelling any darkness or obscurity due to natural conditions. Any creature with Sunlight Sensitivity or Hypersensitivity takes radiant damage equal to a value rolled on your inspiration die if it ends its turn in the area. |
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2 |
Downpour - The area is filled with rainfall and is treated as having the Heavy Precipitation condition. |
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3 |
Chilled Breeze - The area is filled with a gust of cold wind. When a creature starts its turn inside the area, it must make a Constitution saving throw. On a failed save, its speed is reduced by 5ft and it can only take an Action or Bonus Action this turn, but not both. |
|
4 |
Heat Wave - The area is filled with muggy, hot air. Creatures with the plant type which are Small or Tiny immediately shrivel up and die. Any creature which stays within the area for 1 minute must make a DC 10 Constitution saving throw, taking one level of exhaustion on a failed save. |
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5 |
Mist - The area fills with a dense fog and is heavily obscured for the duration. |
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6 |
Flash Flood - The area suddenly fills with water. All creatures within the area are treated as being underwater. |
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7 |
Sandstorm - The area is filled with a wild wind carrying bits of sand, and is treated as having the Strong Wind condition. Additionally, creatures in the area have disadvantage on Wisdom (Perception) checks which rely on sight. |
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8 |
Acid Rain - Foul rain falls in the area. A creature that starts its turn in the area must make a Dexterity saving throw, taking acid damage equal to a value from rolling your inspiration die on a failed save. |
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9 |
Cyclone - Wicked winds form into a cyclone in the area. The area is treated as difficult terrain and a creature which moves while inside the area on its turn takes 1d6 slashing damage and must make a Strength saving throw. On a failed save, the creature is pulled to the center of the area on the ground. The area is treated as having the Strong Wind condition. |
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10 |
Thundercloud - The area fills with a tempestuous cloud. On each of your turns while the area is active, using your bonus action you can do one of the following: Lightning: Targeting a creature inside the area, make a ranged spell attack. On a hit, you deal 1d10 lightning damage to the target. This attack is made with advantage if the target is wearing armor made of metal. Thunder: All creatures inside of the area must make a Constitution saving throw. On a failed save, a creature drops one item it is carrying. If a creature who failed its saving throw is concentrating on a spell, its concentration is lost. |
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11 |
Meteor Shower - Flaming celestial bodies descend into the area. A creature which starts its turn in the area or moves through the area takes fire damage equal to a value from rolling your inspiration die twice. |
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12 |
Brain Storm - The area fills with a strange, alien atmosphere. A creature which starts in turn in the area must make an Intelligence saving throw. On a failed save, the creature must use its turn to attack the creature closest to it. If there is more than one creature for it to attack, its target is determined at random. If there are no creatures it can attack without leaving the area, then the target takes no actions and ends its turn. |
Nature's Secrets
At 6th level, you learn two spells of your choice from the Druid spell list. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know.
Additionally, when you cast a spell which deals lightning or thunder damage, you can reroll the damage dice once and take either total.
Oasis Bubble
At 14th level, when you expend one of your Bardic Inspiration die to use the Isolated Condition feature, you can forgo rolling the die to instead create a 10ft radius hemisphere of perfect weather encapsulated by an invisible magic field. The temperature in this area is comfortable and inviting, and the air is neither too humid nor too dry.
The magical barrier surrounding the area is treated as half cover for attacks and effects originating outside of the area. A creature which tries to cross the barrier from the outside must make a Strength saving throw against your spell save DC. On a failed save, the creature is pushed back outside and cannot repeat this saving throw until the start of its next turn.
The barrier does not extend through walls or other obstacles larger than its dimensions. Once you use this feature, you cannot use it again until you finish a long rest.
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