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College of the Primordial Aspects in Dungeons & Dragons 5e

College of the Primordial Aspects

Bard

Level 3: Elemental Aspects

Whenever you give a creature a Bardic Inspiration die, you can invoke an elemental aspect of an elder elemental. Choose Air, Earth, Fire, or Water. A Tiny elemental manifestation appears and orbits within 5 feet of that creature. The manifestation is intangible and invulnerable, and it lasts until the Bardic Inspiration die is expended or lost. When the creature expends the Bardic Inspiration die, the aspect provides an additional benefit based on the chosen element.   Air Aspect. The manifestation dissolves into a rushing wind. The creature can immediately move up to half its Speed without provoking Opportunity Attacks.   Earth Aspect. The manifestation shatters into protective stone. The creature gains Temporary Hit Points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier (minimum of 1 temporary hit point).   Fire Aspect. The manifestation erupts in primordial flame. The creature chooses one creature it can see within 30 feet of itself. That creature takes Fire damage equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier.   Water Aspect. The manifestation bursts into restorative waters. The creature regains Hit Points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier.  

Level 3: Primordial Commands

Your studies of elder elementals have taught you their ancient tongue. You learn to speak, read, and write Primordial.   In addition, you learn one cantrip of your choice from the Druid, Sorcerer, or Wizard spell list that deals Acid, Cold, Fire, Lightning, Poison, or Thunder damage. The cantrip counts as a Bard spell for you.  

Level 6: Otherworldly Energy

Whenever you use your Bonus Action to grant a creature Bardic Inspiration, you can unleash elemental energy at a creature you can see within 60 feet of yourself. The target takes damage equal to two rolls of your Bardic Inspiration die. Choose Acid, Cold, Fire, Lightning, or Thunder damage each time you use this feature.   You can use this additional effect a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.  

Level 14: Legends of the Prismatic Wyrm

Your mastery of primordial tales allows you to manifest the power of the legendary Prismatic Wyrm. As an action, choose one of the following damage types: Acid, Cold, Fire, Lightning, Poison, or Thunder.   You summon a spectral elemental wyrm that surges forth in a 60-foot-long, 5-foot-wide line originating from you. Each creature in the line must make a Dexterity saving throw against your Bard spell save DC. A creature takes damage of the chosen type equal to a number of rolls of your Bardic Inspiration die equal to your Proficiency Bonus on a failed save, or half as much damage on a successful one.   Once you use this feature, you can't use it again until you finish a Short Rest or Long Rest.
 


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