Base Class: Bard
Bards of the College of Wayfinding were often referred to as Wayfinders, those who could find their way across the vast expanse of the sea. Their ship called them, and they were bonded to it inexplicably. When the sea calls, a Wayfinder always answers.
College of Wayfinding Spell List
At 3rd level, you gain the following spell list.
| Bard LEVEL | SPELLS |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Wayfinder's Tools of the Trade
At 3rd level, you gain the proficiency in Vehicles (Water), Cartographer's Tools, and the Vehicles (Water). You also choose a special Crew Role:
- Captain - gain proficiency with Charisma (Persuasion) checks
- Lookout - gain proficiency with Wisdom (Perception) checks
- Navigator - gain proficiency with Wisdom (Survival) checks
Captain
You gain proficiency with Persuasion.
Lookout
You gain proficiency with Wisdom (Perception) checks.
Navigator
You gain proficiency with Wisdom (Survival) checks.
Ship's Bond
Also at 3rd level, whenever you make a Wisdom (Survival) check to navigate a ship, you double your proficiency for the roll. Additionally, you can spend one hour to make a bond with a ship that you have sailed before. When this bond is created, you can more accurately control the ship:
- The ship's speed is doubled when you are at the helm, no matter the wind or water conditions, though it still may be blown off course by strong storm or wave.
- You may choose to anchor the ship without the use of an anchor, and it will stay where you tell it.
- The ship gains resistance to any damage type you are resistant to.
You may be bonded to one ship at a time. This bond lasts indefinitely, but is broken if you bond with another ship.
Sailor Speak
At 6th level, you are able to entwine your words with a string of curses the likes of many sailors would be jealous of. As a bonus action, you may spend a Bardic Inspiration on a hostile creature; when you do so, you may choose to deal damage to that creature equal to a roll of your Bardic Inspiration. This damage has no type and cannot be reduced, but will deal no damage on the result of its highest possible roll or a 1. A sailor doesn't aim to kill, but he certainly doesn't care about your feelings.
Christened
Starting at 14th level, you gain additional ways to empower your bonded ship:
- Your ship gains any positive effect that you gain, and vice versa. Some effects may have no effect (mental effects, etc.)
- Your ship cannot be capsized by any effects less than or equal to the effects of the Control Water spell.
- If your ship has weapons, you may change the damage type of any attack dealt from them, and they deal an additional 2d6 of that damage type.
Master of the Seas
Starting at 14th level, you can cast the Control Water spell once per long rest.
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