Bard
Base Class: Bard

Deep in the heart of bustling port cities, hidden within the salty spray of the ocean's embrace, there exists a unique tradition among bards known as the "College of the Shanty." These musical storytellers are the soul of the seafaring world, masters of melody and maritime lore. They traverse the coastal towns, taverns, docks, and the open ocean with the spirit of adventure and a song upon their lips. The bards of the College of the Shanty are more than mere performers; they are the embodiment of the sea's boundless mystery, the raucous mirth of sailors, and the power of communal song.

College of the Shanty bards draw their magic from the deep well of maritime history and the desire to bring crews together. Their spells and abilities are woven into the cadence of sea shanties, which they use to keep their parties and crews acting together and as one. These mystical songs not only captivate the hearts of those who hear them but also imbue their companions with supernatural benefits which they can join in, passing these benefits to other crewmembers. Their songs are a lifeline to sailors, granting them the courage to face fierce sea monsters, navigate treacherous waters, and weather the most ferocious of storms. As they navigate the ever-changing tides of fate, these bards remind all who listen that the sea's enchantment knows no bounds, and its stories are boundless as the horizon itself.

Sea Legs

When you join the College of the Shanty at 3rd level, you gain proficiency in Acrobatics, History, Rapier, and Vehicles(Water). Additionally, you gain advantage on Strength and Dexterity saving throws made against effects that would knock you prone.

Crew's Chorus

Starting at 3rd level, your crew and allies have learned your songs over the years at sea, gaining the ability to join in, carrying your bardic magic with them. When you use your bardic inspiration ability, the target may use a reaction to join in on the chorus. When they do so, they may give bardic inspiration to another creature that has not been inspired, at one die size smaller. This may continue until the die size is 1d4, at which point this process ends.

All Together Now

At 6th level, your allies and crew begin to work in rhythm to the beats of your songs. Ready actions of allies within 60 ft. of you do not cost their reaction when they trigger. Additionally, once per short rest when you use your bardic inspiration ability, you may begin your shanty. For the next 3 minutes when an ally within 60 ft. of you uses a ready action they may, before or after the action, move up to half of their speed without provoking attacks of opportunity.

Master of the Sea

At 14th level, your sea songs begin to intertwine themselves with the fabric of reality around you, causing their tales to come true. Over the course of one minute while you sing your tune, a number of creatures equal to your proficiency bonus may join in. Choose one effect below:

  • Hoist the Sails - Your song rouses the crew to set sail. The wind begins to blow strongly under your control for a number of days equal to the creatures participating in the song. For this duration, the weather on the sea is clear and beautiful, and the water calm.
  • Fetch the Grog - Your song bolsters the crew’s victory celebration. All participating creatures gain a number of hit points equal to three times the number of participants and gain the effects of a short rest.
  • The Drowned - Your song mourns the crew lost to the sea. The spirits of drowned sailors appear around you. You may ask a number of questions to these spirits equal to the number of creatures participating in this song as if under the divination spell.
  • Load the Cannons - Your song rallies the crew for an impending battle. All creatures participating in the song gain a number of temporary hit points equal to the number of participants, and are considered inspired as if by your bardic inspiration.

Once you use this feature, you cannot use it again until you finish a long rest on land.

College Of The Shanty Image

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