Bard and Druid: Fey Fanatics

by MrIpsilon

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College of Sirens

Most scholars agree that the fey were the first bards, crafting enchanted musical instruments and blessing the young world with stirring melodies. The techniques harnessed by the fey are difficult to reproduce without magic, leading many contemporary bards to harness their arcane talents to answer the call of ancient fey music. Such bards dedicate themselves to mastering their voices, able to perform their remarkable feats without needing to carry an instrument around.

Bards of the College of Sirens almost always devote themselves to a musical career, though some take a more studious approach, spending their working hours continuing to analyze the nature of fey enchantments for future replication. Other bards dedicate their talents to lechery, using their gifts of supernatural persuasion to wring the wallets of unsuspecting citizens dry in brothels or taverns. In any case, the College of Sirens encourages its students to travel the breadths of the worlds in search of new arts to pursue and diverse audiences to share your songs with.

Potent Acoustics

When you choose this Bardic College at 3rd level, your voice alone is powerful enough to conjure up magic. When you cast a bard spell that has a verbal component, you can ignore all other components that do not have a listed material cost.

In addition, the charm person spell is added to your known spell list, without counting against your maximum number of known spells.

Shroud of Mist

Also at 3rd level, you can expend a use of your Bardic Inspiration feature to generate a veil of magical mist to add further mystique to your supernatural charms. As a bonus action, you create icy fog in a 10-foot-radius sphere, centered on a point you can see within 30 feet of you.

The misted area is lightly obscured, and when a creature starts its turn in the area, you can force it to make a Constitution saving throw against your bard spell save DC. On a failure, the target takes cold damage equal to a roll of your Bardic Inspiration die and has its movement speed reduced by 10 feet until the start of its next turn. If the creature is charmed by you when it takes this damage, the damage does not allow it to repeat its saving throw against being charmed.

The mist lasts for 1 minute, but ends early if you become incapacitated. A moderate wind (at least 10 miles per hour) disperses the mist after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. You can also dispel the mist as a bonus action.

Infectious Euphony

Starting at 6th level, your beguiling melodies are more sonorous than ever. When you use an action to cast an enchantment spell on your turn, you can use a bonus action to cast charm person at 1st level without expending a spell slot. You can use this feature a number of times equal to your Charisma modifier and regain all expended uses when you finish a long rest.

Uncanny Allure

Starting at 14th level, creatures who fall under the sway of your songs are drawn to you like moths to a flame. When a creature fails its saving throw against a bard spell you cast, you can use your reaction to force that creature to spend the entirety of its next turn attempting to move closer to you, even moving into obvious harm to reach you as quickly as possible. If a creature under this effect moves within 5 feet of you, it is incapacitated by ogling at you until the start of its next turn. A creature that is incapacitated or has a movement speed of 0 cannot be targeted by this effect.

For instance, the target will attempt to leap over a gorge if that path allows it to reach you faster than any other. In such a case, the target is allowed to make a Wisdom saving throw against your bard spell save DC before it throws itself into danger. On a success, it comes to its senses and can use the rest of its turn as normal. A creature charmed by you automatically fails this saving throw.

In addition, when you deal damage to a creature that is charmed by you, it has disadvantage on any saving throw it repeats against your charm effect.

Circle of the Sylph

The Court of Four Winds is the court of four archfey that claims dominion over powers of wind. They have agents acting on the Material Plane: sylphs known for harnessing the winds to comical or spiteful effect, such as flipping up ladies' dresses or carrying important documents into unfortunate locations. These agents happily accept willing mortal patrons into their court, and this extension of fey influence eventually birthed a druidic circle that shares its blustery capabilities.

Circle Spells

Your link to the Four Winds grants you access to some spells when you reach certain levels in this class, as shown on the table below.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Druid Level Circle Spells
2nd feather fall, zephyr strike
3rd gust of wind, warding wind
5th fly, wind wall
7th freedom of movement, storm sphere
9th bigby's hand (appears as a whirling ball of wind), control winds

Spell Adjustments. If your campaign does not use material outside the Player's Handbook, you can replace zephyr strike with expeditious retreat, warding wind with blur, and storm sphere with Otiluke's resilient sphere. Additionally, you may replace bigby's hand with telekinesis to avoid having to reskin an entire spell.

Forceful Gust

When you choose this Druidic Circle at 2nd level, you gain the ability to manipulate the winds. You learn the gust cantrip, which doesn't count against the number of druid cantrips you know. For you, it gains the following changes:

  • One Large or smaller creature that you choose must succeed on a Strength saving throw or be flung up 10 feet away from you and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage and be knocked prone. The maximum distance of the push effect increases to 20 feet at 5th level, 30 feet at 11th level, and 40 feet at 14th level.
  • You create a blast of air capable of moving one object that weighs no more than 100 pounds. If the object is being held or carried, the holder must make a Strength saving throw or lose hold of it. The object is pushed up to 60 feet away from you.

Whirling Zephyr

Also at 2nd level, you can compel the wind to protect you. As an action, you can expend a use of your Wild Shape feature to shield yourself in whipping winds instead of assuming a beast form. You gain temporary hit points equal to thrice your druid level upon activating this feature, and for its duration, you gain the following benefits:

  • You take half as much damage from falling.
  • You gain a bonus on ability checks and saving throws made to avoid falling prone or being unwillingly moved equal to your Wisdom modifier.
  • When a Medium or smaller creature moves within 5 feet of you, it pass a Strength saving throw against your druid spell save DC or be pushed 5 feet away from you.

When you drop out of this form, any temporary hit points that remain from activating it disappear.

One With the Breeze

Starting at 6th level, you can cast the gaseous form spell on yourself without requiring a spell slot, spell components, or your concentration. You can end the spell's effect as a bonus action. Once you use this feature, you must finish a short or long rest before you can use it again, unless you expend a spell slot of 3rd level or higher to use it again.

Counterstream

Starting at 10th level, you can channel the air to glide around your allies. At the start of each of your turns, you may choose any number of creatures you can see within 30 feet of you. The selected creatures may ignore the effects of strong winds as long as they remain within 30 feet of you, including those created by spells such as gust of wind and wind wall.

Blessing of the Four Winds

Starting at 14th level, you are vested with all the nimbleness and resilience of a leaf in the wind. All opportunity attacks against you are made with disadvantage, and your speed increases by 20 feet.

In addition, you can naturally hover up to 5 feet off the ground. While hovering, you leave no tracks, ignore the effects of difficult terrain, and can stand or cross over nonsolid or unstable surfaces such as water or lava.

What Even Is A Sylph?

A sylph is a fey spirit of the air. They do not have an official statblock, but you can make a close approximation by taking a steam mephit (Monster Manual, page 217) and changing its creature type to fey, its alignment to chaotic neutral, its known languages to Auran and Sylvan, and replacing all mentions of fire damage (in attacks and immunity) with force damage. In doing so, you may wish to change the name of its Steam Breath to Wind Blast or something similar.

 

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