Base Class: Bard
"Set, feet, row! Keep to the rhythm and we'll see land by daybreak!" - College of the Singing Seas Bard
Every able bodied sailor, from the greenest young boy to the saltiest old codger, knows a few shanties and jigs. It is thanks to the bards of the College of Singing Seas that the repetitive lapping of waves and unceasing creaking of ships is kept from driving sailors mad. Every row in a dingy and every pull of a line has a note to it and with the addition of a drum beat or a rousing chorus these normally maddening sounds become the instruments needed to inspire salt-stained brows and aching muscles to continue fulfilling their ship duties throughout long nights and hot days. This makes a College of the Singing Seas Bard, or shanty man for short, an irreplaceable crewmate for any vessel on a long journey.
Likewise the Shanty men are also responsible for harmonizing with the denizens of the deep, the great beasts of the seas. Whales, sharks, even the ill tempered kraken are susceptible to the rousing tune of a shanty man worth his weight. For this reason shanty men are not only hired to keep the crew in high spirits, but to protect them from the hungry depths should they attack. Whaling barges, pirate ships, and sea monster hunters have all been known to employ shanty men.
Tutors of the college can be found almost anywhere, be it deserted island or a tavern in a busy fishing port, anyone willing to learn the beat of the ocean is wholly accepted within the college no matter their race or creed, and it is widely known that members of the college are unfailingly kind and see all as fellows to share a drink and tune with.
All Hands on Deck
Whenever a creature receives a Bardic Inspiration die, they gain advantage on all skill checks, saving throws, and attack rolls while on board a water vehicle. Creatures can only hold one of these dice at a time, but as long as the check is made on a water vehicle the dice does not disappear if the skill check, saving throw, or attack roll fails.
The bardic inspiration die also receives additional benefits when it is used to make saving throws, attack rolls, and skill checks.
Saving Throws. Immediately after the creature rolls the Bardic Inspiration die and adds it to the saving throw, all creatures within ten feet of them gain disadvantage on attack rolls against them as a gale of sea salt whips up from around the creature who used the die.
Attack Rolls. Upon using the bardic inspiration die to roll to hit a target creature all allies within 30 feet gain advantage on their next attack as your rousing shanties swell through the ranks of the crew.
Ability Checks. Immediately after the creature rolls the Bardic Inspiration die and succeeds the ability check they may add an additional damage dice of their weapon or spell attack to their next attack, as your salty tunes steady their rhythm and the power of the waves strengthen their arm for the next 10 minutes.
Loose Cannon
You know your way around the barrel of a gun and the edge of a cutlass. You gain proficiency in one handed and versatile melee weapons as well as proficiency in firearms.
You may also expend the use of one of your Bardic Inspiration dies when making a successful attack roll to add force damage equal to the Inspiration die's roll + your charisma modifier. (Minimum of +1 damage)
Parley with the Deeps
At 6th level, you gain the ability to match the rhythm of the waves and persuade the uncaring tides to come to your aid. You gain the ability to speak both Aquan and Deep speech and gain a swimming speed equal to your walking speed.
Additionally you can summon a manifestation of the ocean in the form of a whirling sprite of salt and water. This Salt Sprite takes it turn in combat directly after you and restores a Bardic Inspiration Die to your pool if it dies.
The Salt Sprite is a small creature with an AC or 14 and an HP of 2 + your charisma modifier + 5 times your Bard level. It has 30 Hovering speed and 90 Swimming speed, and speaks Aquan.
It can attack a number of times equal to half of your proficiency bonus rounded down.
It makes its attacks with your spell attack modifier and does 1d8 + your charisma modifier as piercing damage.
If it is occupying another creature's space on its turn, it may instead choose to have that creature make a constitution saving throw equal to you spell save DC or become blinded. On a fail the target creature is blinded until it uses an action to remove the Salt Sprite from its face. The Salt Sprite then reappears within 5 ft. of the target. This ability can only be used on creatures of size medium or smaller.
You can only have one Salt Sprite out at a time and gain a number of uses to summon it equal to your proficiency bonus.
You gain all expended uses of the Salt Sprite back after you finish a long rest.
Stem the Tide
When the going gets rough and the seas are getting rougher you know what tune will get the waves on your side and your crew out of deep water.
You can spend a Bardic Inspiration die to channel the bolstering power of salt and spray to give all allies within 30 feet of you temporary hit points equal to your charisma modifier times the number rolled on the Bardic Inspiration die.
While your allies have these temporary hit points, or for one hour which ever happens first, they deal an extra 1d6 thunder, force, or cold damage. (your choice when you use this feature).
Once you use this feature, you can't use it again until you finish a long rest.
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