Bard: College of the Sky in Midgard | World Anvil

Bard: College of the Sky

These bards are also proficient with the magic of the element of air and are common among the floating cities of Midgard.

Bonus Proficiencies

When you join the College of the Sky at 3rd level, you gain proficiency with one of the following skills of your choice: Arcana, Nature, and Persuasion skills. In addition, levitate, gust of wind, and fly are considered bard spells for you.

Gusting Inspiration

Also at 3rd level, your study of aeromancy allows you to affect the movement and position of your allies on the battlefield. As a bonus action, you can control the winds to affect a creature that you can see and that has one of your Bardic Inspiration dice and has not yet used it. You can either move the creature 10 feet along the ground or stand the creature up from prone. If the creature is grappled, you must succeed on a spell attack roll against the escape DC to move it.

Swirling Breeze

Starting at 6th level, you can use the power of the wind to keep attackers away from you. When a creature moves adjacent to you, you can use a reaction to summon a windstorm around you. The triggering creature must succeed on a Strength (Athletics) check against your spell DC. On a failed check, the creature is pushed back 10 feet and can’t move closer to you until the start of its next turn. You can use this feature a number of times equal to your Charisma modifier, and you regain expended uses when you finish a long rest. You can expend a 1st‐level spell slot as a bonus action to regain one use of this feature.

Crushing Wind

At 14th level, you have mastered the powerful and dark art of driving the air from the lungs of your foes. As an action, choose one creature that is Large or smaller within 30 feet of you that you can see. The target must succeed on a Constitution saving throw against your spell DC. On a failure, the target takes 6d10 force damage and is incapacitated. At the start of each of your turns, you can use your action to maintain the effect. The affected target can attempt a new saving throw at the end of each of its turns, as well as each time it takes damage from anything other than this effect. Once you use this feature, you can’t use it again until you finish a long rest.

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