Base Class: Bard
Music is to be enjoyed by everybody. Just as much by rich nobles than by the lowly seafaring worker. Bards of the college of shanties perticularly enjoy making music to motivate troops, workers, sailors, any companion really! While most of these bards have decent experience at sea, some don't but they're still welcomed in the college of shanties. If you have a good heart and wish to encourage others, the purest essence of a bard really, then this college is the best for you.
Bonus Proficiencies
When you join the College of shanties at 3rd level, you gain proficiency with vehicles (Water and land) and in the athletics skill. You also gain a swimming speed equal to your walking speed.
Crew's performance
Also at 3rd level, you learn how to motivated others throught a shanty. When a creature receives a bardic inspiration, they can join in on the performance and they gain the following benefits for as long as they keep the bardic inspiration.
-They gain (5 x their proficiency bonus)ft of movement speed.
-They gain a swimming speed equal to their walking speed.
-They gain a bonus to athletics checks equal to your charisma modifier (Minimum of 1).
-They are immune to the frightened condition. (In the case of a creature that is already frightened, receiving a bardic inspiration cures the frightened condition.)
Upon rolling the bardic inspiration die they hold, a creature will keep benifiting of these effects until the start of their next turn.
Sailor's tongue
At 6th level, you learn how to lace subtle or obvious sailor insults through the verbal components of your spells. If a spell you cast would cause a creature that can hear you to make a wisdom saving throw, you can force that creature to have disadvantage on the roll. Subsequently, you can choose a friendly creature that you can see other than you. It has advantage on it's next attack role. You can use this feature a number of time equal to your proficiency bonus per short rest.
Overtake
Starting at 14th level, you can imbue your allies with the pinacle of courage. As an action, you can start a bolstering shanty. This performance lasts for one minute. You cannot concentrate on spells while it's active. This performance ends when you fall unconcious or die. All friendly creatures gain the following benefits as long as they are 20 feet or less from you. These effect ends at the beginning of their next turn if they are no longer in this range.
-They gain advantage to all attack roles made by using an action (Multi-attack and spell attack roles included).
-They gain advantage to constitution and concentration saving throws.
-When they take damage, they can reduce it by an amount equal to 4 x your charisma modifier (Minimum of 1).
As part of the same action you use to start this performance, you can give to an allied creature one use of your bardic inspiration. A creature that holds a use of your bardic inspiration gain the previous benefits even if they are not in the 20ft range of you.
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