College of Gardensong
Spirit of the Garden
When you join the College of Gardens at 3rd level, you gain
proficiency in Nature, or another skill of your choosing
if you are already proficient, and you can double your
proficiency bonus on checks related to all flora. You also
gain resistance to damage from plants.
Inspire the Earth Starting at 3rd level, the intrinsic reverence for nature within your college has led you to develop a unique way of inspiring the land. As a bonus action, you can expend one use of your Bardic Inspiration to create a garden in a 15-foot cube on a surface you can see within 30 feet of you. Flowering vines and plants sprout from the terrain in that area. Once, when a creature enters or ends its turn within the area, you can use your reaction to roll the Bardic Inspiration die and consult the adjacent table, choosing a flower with number less than or equal to the result. The garden fades 1 minute after you use this reaction, which you can do only once per use of your Bardic Inspiration.
Spring Dance At 6th level, your steps carry you gracefully through your garden. You can use your action to dance until the end of your turn, doubling your speed, allowing you to ignore difficult terrain and preventing your movement from provoking opportunity attacks. Die Roll Flower Result 1+ Bloodroots. The creature takes magical piercing damage equal to the roll result, and one creature of your choosing within 30 feet of the garden to regains hit points equal to the damage dealt. 4+ Mourning Glory. The creature must succeed on a Constitution saving throw against your bard spell save DC, or begin to hallucinate. For the next minute, or until it takes damage, it is charmed by you and regards you as a friend. 7+ Lycan’s Bane. The creature must succeed on a Constitution saving throw against your bard spell save DC or become poisoned for 1 minute. The creature can repeat this saving throw at the end of each of its turns, ending the effect on a success. 9+ Sorrowthorn. The creature must succeed on a Constitution saving throw against your bard spell save DC. On a failed save, it becomes frightened of all other creatures for 1 minute or until it takes damage. 11+ Larkspur. The creature must succeed on a Constitution saving throw against your bard spell save DC. On a failed save, it becomes paralyzed until the end of your next turn.
Every Rose Upon reaching 14th level, your garden can become a sanctuary against unwelcome guests. When you use your Bardic Inspiration to create a garden, you can choose to fill the garden with sharp and aggressive brambles that are considered difficult terrain. Any hostile creature that starts its turn in the area must make a Dexterity saving throw against your bard spell save DC or become restrained by the growing brambles until the start of its next turn. Additionally, when a hostile creature moves into or within the area, it takes 4d4 magical piercing damage for every 5 feet it travels. Once you use this feature, you can’t do so again until you finish a short or long rest.
Inspire the Earth Starting at 3rd level, the intrinsic reverence for nature within your college has led you to develop a unique way of inspiring the land. As a bonus action, you can expend one use of your Bardic Inspiration to create a garden in a 15-foot cube on a surface you can see within 30 feet of you. Flowering vines and plants sprout from the terrain in that area. Once, when a creature enters or ends its turn within the area, you can use your reaction to roll the Bardic Inspiration die and consult the adjacent table, choosing a flower with number less than or equal to the result. The garden fades 1 minute after you use this reaction, which you can do only once per use of your Bardic Inspiration.
Spring Dance At 6th level, your steps carry you gracefully through your garden. You can use your action to dance until the end of your turn, doubling your speed, allowing you to ignore difficult terrain and preventing your movement from provoking opportunity attacks. Die Roll Flower Result 1+ Bloodroots. The creature takes magical piercing damage equal to the roll result, and one creature of your choosing within 30 feet of the garden to regains hit points equal to the damage dealt. 4+ Mourning Glory. The creature must succeed on a Constitution saving throw against your bard spell save DC, or begin to hallucinate. For the next minute, or until it takes damage, it is charmed by you and regards you as a friend. 7+ Lycan’s Bane. The creature must succeed on a Constitution saving throw against your bard spell save DC or become poisoned for 1 minute. The creature can repeat this saving throw at the end of each of its turns, ending the effect on a success. 9+ Sorrowthorn. The creature must succeed on a Constitution saving throw against your bard spell save DC. On a failed save, it becomes frightened of all other creatures for 1 minute or until it takes damage. 11+ Larkspur. The creature must succeed on a Constitution saving throw against your bard spell save DC. On a failed save, it becomes paralyzed until the end of your next turn.
Every Rose Upon reaching 14th level, your garden can become a sanctuary against unwelcome guests. When you use your Bardic Inspiration to create a garden, you can choose to fill the garden with sharp and aggressive brambles that are considered difficult terrain. Any hostile creature that starts its turn in the area must make a Dexterity saving throw against your bard spell save DC or become restrained by the growing brambles until the start of its next turn. Additionally, when a hostile creature moves into or within the area, it takes 4d4 magical piercing damage for every 5 feet it travels. Once you use this feature, you can’t do so again until you finish a short or long rest.
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