College of the Hunting Horn - Bardic College

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College of the Hunting Horn

Those who are a part of the College of the Hunting Horn are proficient with the usage of a hunting horn. The hunting horn is the merge of the mighty hammer and the melodious horn, it allows for its users to buff their allows as they strike their enemies.

They are often called upon to help groups of hunters take down large and dangerous foes as they can dish out damage and buff their allies.

Horn of the Hunt

When choosing this college at 3rd level, you gain a hunting horn from the College of the Hunting Horn itself. You are considered to be proficient with the hunting horn. The hunting horn is a martial melee weapon that deals 3d4 bludgeoning damage and has the two handed property. It can be used as an arcane focus. If you lose your hunting horn, you may spend 3 days and 1000 gp making another one.

Melodies of the Hunt

Additionally at 3rd level, you learn three melodies of your choice that you can play upon the hunting horn. You can play these melodies by expending a use of your Bardic Inspiration as a reaction whenever you deal damage with your hunting horn.

You learn additional melodies of your choice at higher levels. You learn an additional melody at 6th, 9th, 13th and, 16th.

Quickened Sound

When you reach 6th level, you are able to play two melodies as a reaction rather than one whenever you play a melody. You still have to expend the same number of uses of your Bardic Inspiration as you normally would.

Thunderous Applause

Upon reaching 14th level, you are able to channel the thunderous boom of the hunting horn into your attacks. When you deal damage with your hunting horn, you can expend a use of your Bardic Inspiration to deal an additional 2d4 thunder damage. This becomes 3d4 at 17th and 4d4 at 20th.

Hunting Horn Melodies

Whenever you gain an a new melody you may choose one of the following melodies.

Attack Up. A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of you, deal an additional amount of damage equal to your Charisma modifier on their next attack.

Health Recovery. A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of you, regain a number of hit points equal to your Charisma modifier.

Defense Up. A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of you, gain a +1 to their armor class for 1 minute. This benefit does not stack with itself.

Negate Environmental Damage. A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of you gain immunity to hazardous environmental heat and cold for 1 minute.

Ice Resistance Boost. A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of you gain resistance to cold damage for 1 minute.

Fire Resistance Boost. A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of your gain resistance to fire damage for 1 minute.

Thunder Resistance Boost. A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of you gain resistance to thunder damage for 1 minute.

Poison Resistance Boost. A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of you, gain resistance to poison damage for 1 minute.

Acid Resistance Boost. A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of you, gain resistance to acid damage for 1 minute.

Lightning Resistance Boost. A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of you, gain resistance to lightning damage for 1 minute.

Stun Foes. A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of you, must succeed on a Constitution saving throw or be stunned for 1 minute.

Negate Stun. A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of you gain immunity to the stunned condition for 1 minute.

Negate Paralysis. A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of you gain immunity to the paralyzed condition for 1 minute.

Speed Up Self. Your movement speed is doubled until the end of your next turn. This effect does not stack with itself.

Evasiveness Up. A number of creatures equal to your Charisma modifier of your choice that can hear you within 30 feet of you, gain advantage in all Dexterity saving throws for 1 minute.

Art Credits

Capcom