Bard
Base Class: Bard

The Coralsong Minstrel is a rare breed of fey-touched traveller. Whereas their colleagues might pick up skills and magic from their time on the road, these Bards instead have abilities and knowledge borne from exposure to the mind-bending touch of a strange, mystical otherworld under the sea - a place where beauty and death, hunting and songcraft, are entwined as one. Their memories of such an experience may be patchy or even entirely absent, but one thing is assured; whenever on the hunt, they often see things that others cannot. Some even hear a distant and most bizarre whalesong, whose melody they cannot place...

These Bards typically are born from coastal hunters, sailing mercenaries and oceanic explorers. They might have been skilled trappers and archers before their life-changing experience, or found themselves increasingly drawn to hunting in the natural world as their minds began to bend and reshape to accommodate magic. Additionally, consider what might've caused your Bard to catch the attention and interest of shy underwater feyfolk. Are they a kind and gentle soul who almost drowned while diving for pearls? Are they an imaginative storyteller who nearly perished in a terrible shipwreck at sea? Did they deliberately seek out the feyfolk to quench a long-running curiosity about a mystery, or was their interaction with the aquatic world an unexpected surprise? 

Bonus Proficiencies

When you become a Coralsong Minstrel at 3rd level, you gain proficiency with the longbow. Additionally, you can use any bow as a spellcasting focus for your Bard spells.

A Peek Beyond the Veil

At 3rd level, your fractured mind begins to see and hear things that others rarely can. You gain a bonus to Perception checks equal to your Charisma modifier.

Parting Gifts

At 3rd level, you learn how to imbue small, manifest fragments of your imagination within arrows. Once per turn, when you hit a creature with a ranged weapon attack, you can expend one use of your Bardic Inspiration to enhance the attack with magical effects. When you do so, choose one effect from the list of Parting Gift options below. Your Save DC for these effects equals your Spell Save DC.

  • Fleeting Farewell. On impact, the arrow shimmers with lines of spectral light that resemble fractures in a mirror. The creature must make an Intelligence saving throw. On a failure, they take additional psychic damage equal to two rolls of your Bardic Inspiration die + your Charisma modifier. On a success, they take half damage.
  • Mirthful Chorus. On impact, the arrow ignites with a violet flame imbued with psychedelic magic that floods the mind with dazzling, dreamy imagery. The creature makes a Charisma saving throw. On a failure, their attacks roll suffer disadvantage for 1 minute. The creature can repeat the saving throw again whenever it takes damage and at the end of each of its turns, ending it on a success.
  • Ngati’s Blessing. On impact, the arrow dissolves into glittering, luminous beads of water that soothe wounds and heighten senses. A willing creature can allow this attack to hit them, even if your attack roll did not meet or exceed their armor class. A hit creature takes no damage from this attack, and regains hit points equal to one roll of your Bardic Inspiration die + your Charisma modifier. If the attack roll was a critical hit, the total healing provided is doubled. Additionally, the creature has advantage on the next attack roll or saving throw they make within 1 minute.
  • Playful Pokes. On impact, the arrow fractures into floating, giggling, glowing fragments that jab at the creature with harmless, irritating intermittency. The creature makes a Wisdom saving throw. On a failure, the creature's armor class is reduced by 2, and it cannot Concentrate on spells for 1 minute. The creature can repeat the saving throw again at the end of each of its turns, ending all effects of Playful Pokes on a success.
  • Blooming Corkscrew. On impact, the arrow projects a twisting whirlpool of water on the other side of the target. All creatures in a 15-foot cone directly behind the target, on the side of it directly opposite you, must make a Dexterity saving throw. On a failure, they take bludgeoning damage equal to one roll of your Bardic Inspiration + your Charisma modifier and are knocked prone. On a success, they take half damage and are not knocked prone.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action to make a ranged weapon attack on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Endless Melody

At 14th level, you have mastered the art of weaving spellcasting and archery into a single harmonious act. When you use your action to cast a bard spell, you can make one ranged weapon attack as a bonus action. If that attack hits, you can choose one creature of your choice that can hear you within 30 feet. That creature gains temporary hit points equal to your Charisma modifier.

Coralsong Minstrel Image

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