Bard
Base Class: Bard

While most bards master their art on dry land, some discover their talents while at sea. Known as Sirens, these bards are more comfortable on the deck of a boat than the stage in a tavern and are quick to motivate their friends with a rousing sea shanty or sap their foes with dreadful dirges of despair. Combining their knack for vocal magic and their intimate connection with the high seas, Sirens conjure the spirits of drowned sailors to fight alongside their crew one last time.

Sea Legs

When you join this College at 3rd level, you gain a climbing speed and swimming speed equal to your movement speed, and you can hold your breath underwater for a number of minutes equal to 10 + your Constitution modifier

Song Of the Sea

 Also starting at 3rd level, you can use your song to call forth the spirits of those who have drowned at sea. At the end of a long rest, you can perform a mournful song that summons a Drowned Phantom. When you do so, you choose to summon the spirit of a Cook, Gunner, or Oarsman, which determines its abilities. The Drowned Phantom is friendly to you, obeys your commands, and uses the Drowned Phantom stat block, which uses your proficiency bonus (PB) in several places. In combat, the Phantom acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action unless you use a bonus action on your turn to command it to take one of the actions from its stat block, or another action. If you are incapacitated, it can take any action it chooses, often choosing to protect you. If your Phantom was destroyed within the last hour, you can expend a spell slot of 1st-level or higher. After 1 minute, it returns from beyond the veil with its hit points restored.

Drowned Phantom

Armor Class 11 + PB (natural armor)

Hit Points 5 + five times your bard level (the Drowned Phantom has a number of hit dice [d8s] equal to your bard level)

Speed 30 ft., fly 40 ft. (hover)

STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
4 (–3)
WIS
10 (+0)
CHA
6 (–2)

Damage Immunities necrotic, poison

Condition Immunities charmed, exhaustion, poisoned, frightened, grappled, paralyzed

Senses darkvision 60 ft., passive Perception 11

Languages  The Phantom understands the languages you speak, but it cannot speak itself

Challenge — Proficiency Bonus (PB) equals your bonus

Belly Fully of Slop (Cook Only). Any friendly creature of your choice that completes a short rest with the Cook Phantom gains temporary hit points equal to your bard level + your proficiency bonus.

Incorporeal Passage. The Phantom can move through creatures and objects as if they were difficult terrain. If it ends its turn inside an object or creature, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Siren's Bond. You can add your PB to any ability check or saving throw that the Phantom makes.

Actions

Black Powder Shot (Gunner Only). Ranged Weapon Attack: your spell attack modifier to hit, range (60/30), one creature. Hit: 1d12 +3 bludgeoning damage. If the Phantom rolls a 1 on its attack roll, it misfires and it takes the full damage of the shot.

Deathly Touch. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + PB necrotic damage and the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of the Phantom until the end of the target’s next turn.

Grasp of the Sea (Oarsman Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + PB necrotic damage, and if the Phantom has a free hand, it can choose to automatically grapple a Large or smaller target. The grapple's escape DC equals your spell save DC.

Siren's Curse

Your mournful songs of the sea can mark your foes for death. Beginning at 6th level, when you use Countercharm, you can mark one enemy creature within its range for death. While your Countercharm is active, your Phantom has advantage on its attack rolls against the marked creature, and the marked creature has disadvantage on any saving throw your Phantom forces it to make.

Ghastly Wail

You can banish your Drowned Phantoms back to their watery graves with a horrible screech. Starting at 14th level, you can use a bonus action to banish your Phantom back to its grave, completely destroying it in the process. As it dies, it lets out a horrifying wail, forcing creatures of your choice that can hear the Phantom within 30 feet to make a Wisdom saving throw. Creatures take 6d8 thunder damage on failed save, and half as much thunder damage on a successful save.

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