Bard
Base Class: Bard

You have spent a greater portion of your life in the wild, among the beasts and the fey.  You play on an instrument of your own making, fashioned from natural elements such as tree limbs and spun silk, or the bones, innards or skin of an animal you have hunted.  You don't "perform", but you may play when among friends.

Your instrument plays the song of the fierce winds in the high mountains, and the soft breezes that blow through towering trees.  Your voice carries the lullaby of the fey dancing beneath the full moon, and the wildness of creatures that most men will never see.   The cry of a soaring eagle, the bellow of an elk in the morning mists, the songbirds of the meadow, the growl of a mountain cat, and the fierce winds driving through high mountain passes, these are the elements of your song

The magics come to you in natural ways, an extension of the wildness in your heart.

Calm the Wild Heart

When you "join" the College of The Wild at 3rd level, your have developed your song into something more.  While playing, your music enables you to calm the savage heart.  You now have proficiency with animal handling while playing your instrument, but you can use either your wisdom or your charisma modifier when rolling for a check.

While you play, you can also create a natural aura around you that has the same effect as casting Animal Friendship a number of times equal to your Charisma modifier per long rest.  In the same fashion, your musical aura can cast Calm Emotions once per short rest while you play your instrument.

Call of the Wild

At 3rd level, when you are entering into a battle with your allies, you are able to call out in the voice of a creature you've met in the wild.  The sound of your voice carries with it a power that drives terror into the hearts of your enemy, while at the same time building up the confidence of your allies.

Any time you roll for initiative, you can choose to use your first bonus action to cry out in the voice of a wild animal (wolf howl, elk bellow, bear growl, etc.)  The sound of your cry will echo across the battlefield.  You can choose up to 6 total creatures to affect with this cry.  Those you choose whom you consider to be your allies will have an advantage on the next attack they make.  Those you choose who wish to do you or your allies harm must make a wisdom saving throw or become frightened of you until the end of your next turn.

Call to the Wild

Starting at 6th level, the magic of your talent has the power to call out to the beasts around you.  Once per long rest, you may play a song on your instrument and draw to you an animal within hearing of your instrument.  If your music is enchanting enough, a single animal (CR 1/8 to 1/2) will respond to your music and come.  The animal will be enticed to accompany  you and even assist you with small tasks within its ability.  Unless you have other abilities, the animal will not be able to communicate with you, but it will recognize simple commands.

For this ability to succeed, you must succeed with a performance check to entice an animal into your service, using the following: 

  • CR 1/8, the DC is 12
  • CR 1/4, the DC is 16
  • CR 1/2, the DC is 18

If you can see a specific animal and are concentrating upon it while playing, you can add a +3 to your performance roll.   If successful, the animal will continue to be enticed by you until you take a long rest, at which time it will wander off and return to its own life.

In the Wild

At 14th level, whenever you travel through vegetation, you and up to 6 creatures of choice within 30ft gain a +8 bonus to stealth checks, and move normally through difficult terrain that is caused by vegetation. 

If you are more than a 1/2 mile from any village, town or city,  you cannot be surprised in any way.

You are constantly under the effects of Speak with Animals.

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