Base Class: Bard
As a Bard who is apart of the College of Shanties, you have learned to sing the sea shanties that bolster your fellow merryman. You are the supporter, the musician, the one that everyone looks to when they are feeling down. You play an important role on the ship, and that's keeping everyone at their best.
Bonus Profiencies
When you pick this college, you gain proficiency in Vehicles(water), Acrobatics, and Sleight of Hand.
Beguiling Influence
When an attack roll is made within 5 feet of you, or when you are the target of an attack, you can use your reaction to convince the attacker to go easy on you. Expend a single use of your Inspiration die and roll it. You may then subtract the number rolled from the target's attack roll.
Song of the Shanties
As an action, you may sing a Sea Shanty that provides different effects. This song lasts for one action, and you may not use this feature again until you take a short or long rest. When you sing this song, pick a number of creatures equal to your Charisma modifier. They gain this benefit.
| Shanty | |
|---|---|
| Shanty Number | Effect |
| 1 | Wellerman. Until the your next turn, everyone effected by this shanty has advantage on Strength checks and deal extra damage on a martial weapon equal to your Bardic Inspiration die. |
| 2 | Drunken Sailor. Until the end of your next turn, everyone who is effected by this shanty gains the benefit of the dodge action. All attack rolls have disadvantage. In addition, they gain the evasion feature. |
| 3 | Spanish Ladies. When you sing this song, you can bolster a number of people equal to your charisma modifier. Until you sing another song, a creature gains temporary hitpoints equal to your bard level. They also gain an extra 10 feet of movement. |
| 4 | Nelson's Blood. When you sing this song, creatures benefitted by this song heal hitpoints equal to one roll of your bardic inspiration + your charisma modifier. You may also choose one negative condition affecting them and end it, such as poison, paralyzed, blinded, deafened, or petrified. |
| 5 | Dead Horse. When you sing this song, until the end of your next turn all those affected can teleport up to 30 feet in any direction. When they teleport, any person within 5 feet of where they teleport take necrotic damage equal to your charisma modifier. |
| 6 | Goodship Venus. When you sing this song, choose a number of creatures equal to your charisma modifer within 60 feet of you. When you do so, force them to make a Wisdom saving throw, and on a failure, they take psychic damage equal to 6 rolls of your bardic inspiration die, and are stunned until the end of your next turn. On a success, they instead take half damage and don't get stunned. |
Song Of Comradery
As a bonus action, you may sing a quick song that boosts your companion's resolve. Choose a number of creatures equal to your charisma modifier, and they begin to glow with a bright light.
-They shed light up to 30 feet in front of them.
-They resist psychic and cold damage and attacks can't reduce their maximum hp.
-They get a boost to their maximum hp equal to 2 rolls of your bardic inspiration die.
Once you sing this song, you may not sing it again until you have finished a short or long rest. This effect lasts for 10 minutes or until you should choose to end it.
Master of Shanties
You are now a master of the shanties you sing. When you sing a shanty or the song of comradery, the people who benefit from their effects gain the ability to make a d20 roll with advantage. This lasts until they finish a short or long rest. In addition, you are able to sing each song 2 times between short and long rests.
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