Base Class: Bard
From "The Forgotten Depths" Pirate subclasses by SometimesImFunny
Level 3: Sea Shanties
Starting at 3rd level, you can play a Sea Shanty as an action. All songs last for a minute, and end if you fall under a negative condition, fall unconscious, or die. You can use this feature a number of times equal to your proficiency bonus, and regain all uses after a long rest. You have the choice of the following Sea Shanties:
- Energetic Tune: All allies within 30 feet of you gain +2 AC and an additional 10 feet of movement.
- Inspiring Song: All allies within 30 feet of you gain temporary Hit Points equal to 2 rolls of your Bardic Die plus your Charisma Modifier.
- Drunk's Melody: All hostile creatures within 30 feet of you have their speed halved, and have disadvantage on a Wisdom Saving Throws.
- Misdirecting Lyrics: Whenever a creature within 30 feet is going to attack an ally, you can use your reaction to make the attack fail instead, provided the ally is also within 30 feet of you. This effect fails if the creature has Advantage.
Level 6: Inspiring Damage
Starting at 6th level, whenever you give Bardic Inspiration to a creature, they can add the number rolled to their damage rolls. This expends the Bardic Inspiration.
Level 6: All For One and One For All
Also at 6th level, you can expend 3 uses of your Bardic Inspiration to give all allies within 10 feet Bardic Inspiration instead. Alternatively, when you give Bardic Inspiration to a creature, you can give yourself a d6 to add to any roll (except damage rolls). These d6's do not stack.
Level 14: Maestro
Starting at 14th level, you can mix your songs together through clever manipulations of pitch and beat. While playing a Sea Shanty, at the beginning of each of your turns, you can use your reaction to change the song and its effect. You cannot stack effects using this feature and the Sea Shanty will still always last 1 minute.
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