College of Winds


Bards of the College of Winds attune their instruments to the rhythm of nature itself. They find inspiration in rustling leaves, echoing gales, and distant breezes. Whether meditating in quiet glades or soaring through mountain currents, these bards shape air and melody alike, using natural song to beguile, uplift, and blast their foes away.

Wondrous Winds (3rd Level)

You gain proficiency with one woodwind instrument of your choice (e.g., bagpipes, flute, longhorn, thelarr).

Beguiling Ballad (3rd Level)

As an action, you may perform an enchanting ballad using a woodwind instrument you’re proficient with. Choose one creature within 30 feet that can hear you. That creature must make a Wisdom saving throw (DC = your spell save DC).

  • The creature has advantage on the saving throw if you or your allies are fighting it.

  • On a failure, it is charmed by you for 1 minute or until you or your allies harm it.

  • While charmed, it is friendly toward you but not under your control.

  • Once the effect ends, the creature knows it was charmed by you.

You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.

Majestic Melody (3rd Level)

As an action, you play your woodwind instrument in a moving display of musical grace. For the next 1 minute, you have advantage on Charisma (Performance) and (Persuasion) checks made to interact with any creature that hears your music, as long as you or your allies do not harm those creatures.

Blustering Gusts (6th Level)

As an action, you can channel a burst of wind through your instrument. A powerful gust erupts in a 30-foot line that is 5 feet wide, originating from you.

Each creature in the line must make a Strength saving throw (DC = your spell save DC):

  • On a failed save: a creature takes 3d10 bludgeoning damage and is pushed 10 feet away from you.

  • On a successful save: a creature takes half damage and is not pushed.

You can use this feature once per short or long rest.

The damage increases as you gain bard levels:

  • 4d10 at level 9

  • 5d10 at level 13

  • 6d10 at level 17

Brilliant Breeze (10th Level)

As an action, you can play a woodwind instrument to summon a swirling updraft that lifts you into the air. You gain a flying speed of 60 feet for 10 minutes.

If the effect ends while you are airborne, you fall unless you have another means to stay aloft.

You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.

Brilliant Breeze (14th Level)

Your mastery of wind allows you to suspend your foes in the air. As an action, choose one creature within 90 feet that can hear you and play your woodwind instrument.

That creature must make a Dexterity saving throw (DC = your spell save DC):

  • On a failed save: The target is blown 50 feet upward and becomes restrained, suspended midair for 1 minute, or until you become unconscious or end the effect as a bonus action.

  • On a successful save: The target is pushed 5 feet away to an unoccupied space of your choice.

This effect requires your concentration (as if concentrating on a spell). Once you use this feature, you can’t use it again until you finish a long rest.