Base Class: Bard
A bard of the College of Shanties prioritizes two things: repelling the crew from foul beasts which lurk below, and drinking rum. A bard of this college excels in bolstering spirits, especially when rum is high and morale is low. The life of a sailor is tough, but a bard of the College of Shanties ensures that no one shall cast themselves overboard. Through inspiring songs, boastful stories, or moving speeches, a bard of shanties keeps the courage of the crew from waning. It is often told of legend that a single bard of shanties can turn the tides against a kraken's attack by nothing more than sheer bravado and willpower. Bards of this college are often perceived as crew captains, despite their rank and station not actually being so. If left unchecked, a bard of shanties can start a mutiny then take control within minutes, all before the captain can even respond. When not in the freeing waters they yearn, bards of shanties stumble around ports like nothing more than a common drunkard, but they sure could tell you the legend of a great whale with captivating sobriety!
Oceanic Explorer
When you gain this feature at 3rd level, you gain a series of abilities:
- You learn Aquan and have a +5 bonus to Charisma checks made to communicate with aquatic or seafaring creatures.
- You gain swimming and climbing speeds equal to your walking speed, and have advantage on Dexterity (Sleight of Hand) checks made to use ropes.
- You gain proficiency in Deception and Persuasion checks if you already don't have them.
- When you are completely submerged in water, you cannot be surprised as a result of aquatic beasts.
Shanty of Silly Songs
When you gain this feature at 3rd level, your Song of Rest feature is bolstered. Using your Song of Rest, you can add hit points equal to the average (rounded up) of your proficiency bonus + Charisma modifier (minimum of 1) to the total number rolled. Additionally, when a creature that has Bardic Inspiration successfully uses an Inspiration die, you can use your reaction to grant that creature temporary hit points equal to 1d4 + your proficiency bonus, provided that you have line of sight and that creature can hear you. You can only use this latter feature a number of times equal to your Charisma modifier, and all expended uses are regained after a long rest.
Bravado
When you gain this feature at 6th level, your Charisma can be used defensively. Once per turn, after taking the Attack action, you can take the Dodge action as a bonus action. You can use this ability a number of times equal to your proficiency bonus + Charisma modifier. You can, however, exceed this number, but you suffer one level of exhaustion for every exceeded use. All expended uses are regained after finishing a long rest. Additionally, while you are wearing no armor and wielding a finesse weapon, you gain a bonus to your AC equal to your Charisma modifier.
Counterperil
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. Once per round, you can use your bonus action to concentrate (but not as if you were concentrating on a spell) on performing a display against fright and/or charm effects. Your concentration for this feature gains a bonus equal to your Constitution modifier + your Charisma modifier. During this time, you and any friendly creatures within 30ft of you have advantage on saving throws against being frightened and/or charmed. A creature must be able to hear you to gain this benefit. If a creature rolls a 20 on their saving throw, that creature has immunity from the frightened and/or charmed condition(s) for 1 minute. If a creature rolls a 1, however, that creature is stunned for 1 minute, or until the source of the fright and/or charm is broken, and that creature cannot remake this saving throw until the source is broken. The performance ends early if you are incapacitated or silenced, you voluntarily end it (no action required), or your concentration is broken.
Dead Men Tell No Tales
At 14th level, you can use your Song of Rest, thus Shanty of Silly Songs, as a bonus action and Counterperil as an action, both of which can only be used once per long rest in this way (but they can be used simultaneously in one turn). In addition, any friendly creatures within the area of your Counterperil feature roll death saving throws with advantage and reroll any 1s. On a 20, a creature may regain 1d12 hit points and is conscious. A creature with Bardic Inspiration also has resistance to necrotic damage before a successful use.
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