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Tradition of Villr

The Skaldic Tradition of Villr focuses on nature for the sake of art and knowledge. Its music resembles the natural compositions of songs made in the wild. A villr skáld leans on the guidance of nature and animals. In time, the villr skáld becomes a master of nature, able to unleash its true powers through music and other works of art.

Bonus Proficiencies

When you join the Tradition of Villr at 3rd level, you gain proficiency with the Animal Handeling, Nature and Survival skills.

Friend of the Wilderness

Also at 3rd level, you gain the following features:
  • You can cast the Animal Friendship spell as a cantrip rather than a 1st level spell.
  • While making an Animal Handling check, you can perform for the beast and use double your proficiency. Beasts with an Intelligence greater than 4 can be calmed, or even tamed by this.
  • Inspired to Survive

    Starting at 6th level, if you have a condition that makes you have disadvantage on something, you can perform to be relieved of it. You must choose a specific type of disadvantage, such as disadvantage on attack rolls or ability checks.   Once used, you cannot use this feature again until you finish a short or long rest.

    Song of Awakening

    At 14th level, you learn to play the Song of Awakening. As an action, you start to sing or play the song with your voice or your instrument. A natural area within 150 feet radius awakens to your call. During your turn, you can make one of the following effects take place for 1 minute within the area:
  • You can cause vegetation to grow, and turn an area of 20-feet-squared into difficult terrain.
  • Roots can sprout out and attempt to trip a standing creature, or restrain a creature that is prone, on a failed Strength saving throw against your spell save DC. The creature remains restrained for a number of turns equal to your Charisma modifier.
  • A tree can move its branches and give half-cover to a creature near it, or make a melee weapon attack to a creature with your spell attack, dealing 3D6 bludgeoning damage on a successful hit.
  • Animals can heed your call and a beast of up to 1 CR (roll 1D4 to determine if 1/8, 1/4, 1/2, or 1) can appear anywhere within the field, under your control.
  • You have to keep taking your action to play the song for each one of your turns to continue the feature. It ends if the song stops for any reason.

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