5 KiB
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| Old Margreve |
Bards who align with the college of Wildlife thrive in nature and have a natural connection with animals. These colleges are often on the outskirts of settlements with one foot in the woods and one in the streets. Whether delighting passersby with their dancing squirrel companions or leading legions of rats away from settlements, these bards excel at enchanting animals with their performances, driving the creatures to protect allies or attack enemies.
| Wildlife Progression | |
| Bard Level | Features |
| 3rd | Bardic Performance: Hymn of the Hunt, Lasting Familiar, Nature’s Call |
| 7th | Nature’s Song |
| 11th | Shared Inspiration |
| 15th | Inspiring Familiar |
Bardic Performance: Hymn of the Hunt
3rd-Level Wildlife Feature
Your performance awakens primal fervor in your Humanoid allies, bringing them closer to nature and feeling as a unified pack alongside your bestial allies. While your performance lasts, each non-Beast ally within range has advantage on the first attack roll it makes each turn, if at least one of your Beast allies is within 5 feet of the target of the attack and that Beast isn’t incapacitated.
Lasting Familiar
3rd-Level Wildlife Feature
You learn the create familiar ritual spell if you don’t already know it. This spell doesn’t count against your rituals known, and you can cast it as an action. Your familiar is considered a Beast, not a Construct, and if it dies while you are still alive, it regrows a new body in 1 minute instead of 1 hour.
Nature’s Call
3rd-Level Wildlife Feature
You can use an action to magically call to a creature of the natural world to aid you. The creature can be any Beast with a challenge rating (CR) of 1/4 or less, and it appears in an unoccupied space you can see within 15 feet of you. The called creature is friendly to you and your companions and obeys your verbal commands (no action required by you). In combat, it acts on your initiative count, taking its turn immediately after yours. If you don’t issue any commands during combat, it takes the Dodge action and uses its movement to avoid danger. The Beast remains for 1 hour, until it dies, until you die, or until you dismiss it as a bonus action. Once you call a Beast in this way, you can’t do so again until you finish a short or long rest. When you reach 11th level in this class, you can use this feature a number of times equal to your PB, and you regain all expended uses when you finish a short or long rest.
Nature’s Song
7th-Level Wildlife Feature
Creatures you call with Nature’s Call or conjure with a spell are more powerful. When you create a familiar, it has additional hit points equal to twice your level in the bard class, and it gains a bonus to its armor class and saves equal to your PB. When you use your Nature’s Call feature or conjure a Beast or a creature with the Animal tag—other than via the create familiar spell—each creature gains temporary hit points equal to twice your PB, and its attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage while it has temporary hit points.
In addition, when you use your Nature’s Call feature, you can now call Beasts or creatures with the Animal tag, or you can call a swarm of Beasts. If you call a creature with the Animal tag, it counts as a Beast when determining its interaction with your Hymn of the Hunt bardic performance. You can now also use the feature to call a number of creatures up to twice your PB, provided the combined total CR of the called creatures is no higher than 2. Creatures with a CR of 0 are treated as having a CR of 1/8 for the purpose of this calculation. This combined total CR limit increases to 3 when you reach 11th level in this class and 4 when you reach 15th.
Shared Inspiration
11th-Level Wildlife Feature
When you grant a Bardic Inspiration die to a non-Beast ally, one friendly Beast or creature with the Animal tag within 60 feet of you also gains one Bardic Inspiration die.
Inspiring Familiar
15th-Level Wildlife Feature
Your familiar’s connection to you imbues it with the power to inspire other creatures as well, granting the familiar its own Bardic Inspiration feature. As a bonus action on its turn, your familiar can grant a Bardic Inspiration die, using the same die as your Bardic Inspiration, to a creature within 60 feet of it, other than itself, that can hear or see it. Your familiar can do this a number of times equal to half your PB (rounded down), and it regains all expended uses when you finish a short or long rest. When your familiar grants Bardic Inspiration to a creature, it expends its own use of its Bardic Inspiration feature, not yours. Your familiar’s Bardic Inspiration feature doesn’t benefit from the Shared Inspiration feature you gain from this subclass.
The number of times a familiar can use this feature between rests remains the same regardless how many times the familiar dies and regrows a new body or how often you recast the create familiar spell.