Crystal Regeneration
The crystal powers up your innate resistances and jumpstarts your regenerative abilities.
- Your Constitution score is increased by 1, to a maximum of 20.
- When you are in combat, adrenaline activates the regenerative properties of the Hyxia Crystal’s power inside you. When you were hit with an attack this round, at the end of your turn you regain 5 hit points unless you are at 0 hit points.
- As a reaction when being hit by non-magical bludgeoning, piercing and slashing damage, you can halve that damage as your skin toughens on impact. You regain use of this feature after you finish a short or long rest
Blessing of Creation
You can tap into the creative powers of the crystal grove.
- You can tap into the creative powers of the crystal grove.
- you know the minor illusion cantrip, and when you use it you can manifest your illusion physically. The illusion remains physical for 1 minute, after which it disappears. This spell’s spellcasting ability is the one increased by this feat.
Karthuk Adopted
You have spent a part of your life around the Karthuk Tribe. They have taught you about their culture, practices and have picked up some of their innate power.
- You gain proficiency in the animal handling skill and herbalism tools
- You can cast Speak with Animals and Animal Friendship once without using components. You regain the ability to cast these spells again when you finish a long rest.
Spoak Adopted
You have spent a part of your life around the Spoak Tribe. They have taught you about their culture, practices and have picked up some of their innate power.
- You gain proficiency in the Stealth skill and poisoner’s kit.
- If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it.
Agrr Adopted
You have spent a part of your life around the Agrr Tribe. They have taught you about their culture, practices and have picked up some of their innate power.
- You gain proficiency in the Intimidation skill and miner’s toolkit.
- A pickaxe counts as a one-handed melee weapon with which you are proficient. It deals 1d8 piercing damage, and once per turn when you hit a creature with a melee attack, you can overwhelm the creature and knock it prone if it fails on a contested athletics check.
Solodt Adopted
You have spent a part of your life around the Solodt Tribe. They have taught you about their culture, practices and have picked up some of their innate power.
- You gain proficiency in the Arcana skill and alchemists’ tools.
- You know the dancing lights cantrip. Additionally, you know the hex and mirror image spell and can cast them without material components. You must finish a long rest to cast these spells again with this trait. Intelligence is your spellcasting ability for these spells.
Kreeg Adopted
You have spent a part of your life around the Kreeg Tribe. They have taught you about their culture, practices and have picked up some of their innate power.
- You gain proficiency in the Arcana skill and alchemists’ tools.
- You gain proficiency in the Animal Handling skill and become proficient in riding exotic creatures. while mounted, you and it have a +1 bonus to AC.
Grove Musician
You choose the music style of one of the five tribes. The spells mentioned are added to your class’ spell list and count as spells known for you. You have expertise with the college’s signature instrument.
Bardic Colleges
Instrument | Tribe | Spells |
Lute | Agrr | Shatter, Meld into Stone, Stone Shape, Conjure Elemental (Earth) |
Flute | Solodt | Gentle Repose, Speak with Dead, Blight, Antilife Shell |
Drum | Kreeg | Locate Animals or Plants, Conjure Animals, Dominate Beast, Commune with Nature |
Viol | Spoak | Pass without Trace, Nondetection, Hallucinatory Terrain, Tree Stride |
Harp | Karthuk | Pass without Trace, Nondetection, Hallucinatory Terrain, Tree Stride |