Base Class: Bard
Unique Spell list for an aspiring College of Aequor Bard, These spells are innately known and are always readied, they do not count towards your total spells that can be readied daily.
Expanded spell list.
Cantrips: Fire Bolt, Green Flame Blade
1st - Distort Value, Shield
2nd - Gust of Wind, Borrowed Knowledge, Misty Step
3rd - Revivify, Tidal Wave, Aura of Vitality
4th - Control Water, Storm Sphere
5th - Greater Restoration, Freedom of the Winds
Bonus Proficiencies
- You gain proficiency with heavy Armor and martial weapons.
- You gain proficiency with sea vehicles.
- You gain proficiency with a language of your choosing.
- You also gain proficiency with Navigator's Tools. This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.
Scylla's Mockery
Beginning at 3rd level. As an action you can Mock and Disrespect hostiles within a range of 30ft.
As an action, You can force as many hostiles equal to your Bardic inspiration dice out to a range of 30ft they must make a Wisdom Saving Throw which is equal to your spell save DC, Upon failing the hostiles are now taunted and must make their way towards you, Once they reach melee range they attack with Disadvantage, until the beginning of your next turn.
You can use this ability equal to your proficiency bonus, You gain this back after a long rest.
Soul of the Sea
Also At 3rd level, your tie to the sea and other waters grant you the ability to breathe underwater, and you have a swim speed equal to your walking speed.
Having studied the creatures of the seas you are able to call upon these creatures to come to your aid. The section below happens when you are on any large body of water.
- DMs may create their own table and get their players to roll a D20 to establish what comes to their aid.
- Most underwater creatures view the group as allies and will try to aid, but some creatures such as Sharks, Undead will still see them as prey.
- You gain the Language of Aquan.
Baptized by Brine
Starting at 6th level, You gain the ability to communicate in a limited manner with beasts of any underwater biome within 120ft of you.
- You gain resistance to cold and poison damage.
- You give off an aura with a range of 30ft any allies up to your Charisma modifier gains a swim speed of 30ft and they are able to breath under water for 1 hour
- Healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 5 + the spell’s level.
Siren's Call
Also at 6th level, You have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 8 hours.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot of 2nd level or higher.
Calypso's Melody
When you reach 14th level you have learned to command and support groups of people. As an action you are able to inspire others within a range of 30ft, You can choose up to 4 individuals and grant them a bardic inspiration dice.
- You gain immunity to cold and poison damage.
- You always know the direction you're travelling in whilst on the high seas.
- Your swimming speed is tripled.
- You give off an aura 60ft around yourself any ally within range have their swimming speed doubled and can breath underwater so long as they are within range of you.
You can use this ability equal to your proficiency bonus, You gain this back after a long rest.
Previous Versions
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