The Greenleaf College was founded by half elves who
sought to record their varied heritage. Drawing from
elven lore and power, Greenleaf bards strengthen their
connection to nature. Through their magic and their tales,
they convey the rejuvenating strength of the forests and
rivers to their allies.
EXPANDED SPELL LIST
When you join the Greenleaf College at 3rd level, you gain
access to an expanded list of bard spells. The following
spells are added to the bard spell list for you.
Spell Level |
Spells |
1st |
Entangle, Goodberry |
2nd |
Pass Without Trace, Spike Growth |
3rd |
Conjure Animals, Daylight |
4th |
Conjure Woodland Beings, Dominate Beast |
5th |
Commune With Nature, Tree Stride |
REJUVENATING INSPIRATION
Also at 3rd level, you learn to infuse your Bardic Inspiration
with a magical seed of healing energy. When a creature uses
a Bardic Inspiration die from you to increase one ability
check, attack roll, or saving throw, it also gains temporary
hit points equal to the number rolled on the Bardic
Inspiration die plus your Charisma modifier.
LAND’S STRIDE
At 6th level, moving through nonmagical difficult terrain
costs you no extra movement. You can also pass through
nonmagical plants without being slowed by them and without taking damage from them if they have thorns,
spines, or a similar hazard. In addition, you have advantage
on saving throws against plants that are magically created
or manipulated to impede movement, such as those
created by the entangle spell.
VITAL SURGE
Starting at 14th level, as an action you can expend one
use of Bardic Inspiration to magically remove one disease
or detrimental condition affecting a creature you can see
within 60 feet. The condition can be blinded, charmed,
deafened, frightened, paralyzed, or poisoned.
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