Bard
Base Class: Bard

The bards of this college are regarded with a certain mystique - and consequently, fear. Their performances are quiet, powerful affairs found in small villages or fishing towns. These bards channel the rage, tranquility, and ever chaotic nature of the sea into every note, bringing any listener to both stamp their foot and weep in the same performance. The same magic that allows them to unleash the force of nature into their music equally allows them to directly evoke the depths of the ocean itself. Villainous bards of this college can leave destruction in their wake, washing away all they deem impure. Heroic bards of this college instead use this power to finely tune the thrum of the tides to manipulate nature in such a way to benefit the people.

Call of the Tides

As a bonus action, use 1 of your bardic inspiration to call upon the sea - roll a d6 to determine it's effect. If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier.

1, 2 - (Low Tide) Until the start of your next turn, each creature you hit with a weapon attack must succeed on a Dexterity saving throw or be knocked prone.

3, 4 - (Neutral Tide) Each creature of your choice that you can see within 60ft of you must succeed on a Strength saving throw or be knocked prone and moved 10ft directly away from you.

5, 6 - (High Tide) All creatures within 60ft of you must succeed on a Strength saving throw or be knocked prone, moved 10ft directly either away from you or towards you (player choice), and take 1d8 bludgeoning damage. This damage increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 3d8 at 10th level, and 4d8 at 15th level.

Attunement to the Sea

After meditating within 30ft of a body of water for 1 hour, you are able to divine if a certain creature is currently on that body of water. If you succeed a Wisdom (Perception) check that exceeds your own spell save DC, you gain the effects of Locate Creature until your next rest, provided the creature stays on the water.

Propulsion of the Waves

While you are a passenger on any seaborn vessel, you passively double the ship speed as you part water before it

At 17th level, you passively triple the speed

The Storm Has Come

Once per long rest, summon 4 Water Weirds within 30ft., and these Water Weirds have:

  • Double movement speed,
  • +2 to all attack and damage rolls,
  • +2 AC, 
  • +10 Hit Points

Additionally, while any of these Water Weirds are active and you are in contact with a body of water, at the start of your turn, recover hit points equal to your bard level, and you can cast the spell Shield as a reaction without limit. 

College Of The Tides Image

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