Base Class: Bard
Bards from the College of Shanties and Folksongs spend a great deal of time in the company of working class folks and learning their songs and stories. In turn, they travel across kingdoms and on ships across seas to spread the shanties and songs of the sailors and commoners they love. With their magic, they often attach themselves to larger adventuring groups to support with inspirational songs, heartening stories, or by straight up stabbing enemies when the occasion calls for it.
Their songs and stories may soothe their companions, or call on the power of nature to tip the scales of a battle in their favor. Every now and then again, they may use knowledge accrued from being in the company of sailors and common folk to use the tools of the people, or charm their way around any distrust they may encounter.
Tools of the Trade
When you join the College of Shanties and Folksongs at 3rd level, you gain proficiency with Vehicles(water), a tool or Instrument of your choice and the trident.
You can choose to use the trident as a spellcasting focus for your bard spells.
Come Wind or Rain
No strangers to travelling through rough conditions, the College of Shanties Bards have learned to imbue their songs with the harsh weathers of the World.
At 3rd level, you learn the Gust and Thunderclap cantrips.
All Hands Together
At 3rd level, if you use your action in combat to perform, you can choose one of the following performances in doing so:
Distracting performance: A number of people creatures equal to your Charisma modifier you choose within 30ft of you must roll a Wisdom saving throw equal to your spell save DC or become charmed by you for 1 minute. If they are actively engaged in fighting you or your allies, they have advantage on this roll. While charmed an affected creature becomes incapacitated for the duration as they are too enamored with your performance to do anything else. The affected creature can repeat the saving throw at the beginning of their turn to try and shake the charm.
Invigorating Performance: A number of your allies equal to your Charisma modifier within 30 feet of you gain advantage on their next attack roll or skill check.
This skill can only be used twice per long rest. At 8th level, this skill can be used 3 times per long rest. At 14th level, this skill can be used 4 times per long rest.
The Spirit of Camaraderie
Starting at 6th level, when an ally uses your bardic inspiration it also adds a number of temporary hp equal to the number rolled on the bardic inspiration + your CHA modifier. The target also gains an extra 10 ft. of movement speed for their next turn.
How the Winds Do Blow
At 14th level, you learn the spell Whirlwind. It does not count against the number of spells you own and it does not take a spell slot. However, you may only cast this once per day. You can choose to use a bardic inspiration die to cause a creature to immediately fail the initial Dexterity save.
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