Base Class: Bard
Bards from this college are experts in travelling expansive seas and oceans. When life as a sailor becomes dreary, these bards retell the stories of their travels and sing songs of adventure to uplift their comrades' spirits. These bards can manifest the power of the seas through their songs and produce tempests on the battlefield, as well as place their enemies in a trance like viscous sirens. No matter where these bards go, the sounds of the ocean will follow.
Shanty of Seas
When you join the College of Seas at 3rd level, you can grant your allies the abilities of a seasoned sailor. As a bonus action, you can expend a use of your Bardic Inspiration and choose a creature within 30 feet of you. For 1 hour, the creature is granted a swimming speed equal to their walking speed and the ability to breathe underwater.
Siren's Chant
At 3rd level, you can infuse your music with the allure of a seductive siren. As an action, you can sing a lovely melody that enraptures your audience. During the song, choose a creature within 30 feet of you that can hear you. Each creature must make a Wisdom saving throw against your spell save DC or be charmed by you. If a creature is immune to being charmed or it doesn’t speak a language, they automatically succeed on the saving throw. When charmed this way, the creature sees you as the most beautiful thing it’s ever seen and can only use its movement to get closer to you. The song lasts for 1 minute and the only actions you can take for the duration are to move and concentrate on the song (as if you were concentrating on a spell). The charmed effect ends on a target after 1 minute, if it takes damage from one of your allies, or if you use your action to do something else. If a target succeeds on its saving throw, it has no hint you tried to charm it. Once you use this feature you can’t do so again until you finish a short or long rest.
Ballad of Storms
At 6th level, you can channel your music into a magic storm that hurts your enemies. As a bonus action, you can expend a use of your Bardic Inspiration die to cause a creature you can see within 60 feet of you to make a Charisma saving throw against your spell save DC. On a failed save, a Tiny storm cloud forms above the head of the target. Whenever the creature is hit with a weapon attack, it takes additional lightning or thunder damage (your choice) equal to a number you roll on the Bardic Inspiration die. The damage can only occur once on each turn a creature attacks the target. The storm cloud persists for 1 minute or until the creature is reduced to 0 hit points.
Tune of the Lost Seas
At 14th level, you can bring about a fog that can bewilder even the most experienced of sailors. As an action, you can summon a 30 ft. radius sphere of thick fog centered on a point you can see within 60 feet of you. The fog is heavily obscured to everyone except you. When you are in the fog, you can use a bonus action to teleport to an unoccupied space within the fog. Alternatively, you can use your bonus action to teleport a creature that’s within the fog to another unoccupied space in the fog. If the creature is unwilling, they must make a Wisdom saving throw against your spell save DC or be teleported by you. The fog lasts for 1 minute and once you use this feature, you can’t do so again until you finish a short or long rest.
Previous Versions
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