Bard
Base Class: Bard

Hymns and tales of the deep rarely travel to the surface under the whims of yours truly. College of the deep uses the music and magic of the underdeep and their people to empower allies, weaken the enemy, and assist the bard in their own endeavors! Spread the tales of leviathans and the people who live amongst the oceanic beasts.

This subclass does allow for some light skill tree branch building for those who might be interested as options for HOW you want to optimize this subclass for your character shows up at levels 6 and 14! 

Level 3: Invigorating Inspiration

At level 3, when you give an ally bardic inspiration, they gain temporary health equal to your current bardic inspiration die + your charisma modifier! 

Level 3: Knowledge Of The Deep

You carry the knowledge and information of the people of the deep. At level 3, you gain proficiency with history and can speak Deep Speech.

Level 6: Deep Sea Mimicry

At level 6, you have learned to mimic some of the tactics of the undersea. Fruition of the tales you once spoke from your mouth now bears its fruit. You can pick between the tactics of the hive, the tactics of the tritons, or the tactics of the Kraken Priest.

(Upon reaching this level, it will try to give you an option to pick two spells along with the options of the tactics. Do NOT take those spells. For some reason, dnd beyond has glitched completely and will not remove them for some reason)

Tactics of the Hive would allow you to mimic the telepathy of the anglerians and greegers of the deep! On top of that, you gain the ability to create a clone of yourself purely out of water as a bonus action. While the clone is active, your AC goes up by 1 as it follows alongside you and copies your movements, acting as an additional threat. Whenever you land a strike, it deals 2d4 cold damage as it lands its own strike. The clone will tank the next strike that should hit you. The clone has 1 hp meaning that it will be absolutely demolished upon taking the strike for you.

Tactics Of The Tritons would allow you to cast Fog Cloud, Water Walk, and Gust of Wind once per day without expending a spell slot.

Tactics of the Kraken Priest would allow you to change any spell you cast into the cold element. Whenever you apply bardic inspiration to an ally, a tentacle made of a black ichor conjures on the back of your ally. This tentacle will attempt to strike the an enemy within 5 feet of the ally using your spell attack modifier for the attack. On a hit, the tentacle will deal cold damage equal to the bardic inspiration die + your charisma modifier. Its instantaneous and dispells after it strikes.

Tactics Of The Hive

Tactics of the Hive would allow you to mimic the telepathy of the anglerians and greegers of the deep! On top of that, you gain the ability to create a clone of yourself purely out of water as a bonus action. While the clone is active, your AC goes up by 1 as it follows alongside you and copies your movements, acting as an additional threat. Whenever you land a strike, it deals 2d4 cold damage as it lands its own strike. The clone will tank the next strike that should hit you. The clone has 1 hp meaning that it will be absolutely demolished upon taking the strike for you.

Tactics Of The Kraken Priest

Tactics of the Kraken Priest would allow you to change any spell you cast into the cold element. Whenever you apply bardic inspiration to an ally, a tentacle made of a black ichor conjures on the back of your ally. This tentacle will attempt to strike an enemy within 5 feet of the ally, using your spell attack modifier for the attack. On a hit, the tentacle will deal cold damage equal to the bardic inspiration die + your charisma modifier. The tentacle is instantaneous and dispells after it strikes.

Tactics Of The Tritons

Tactics Of The Tritons would allow you to cast Fog Cloud, Water Walk, and Gust of Wind once per day without expending a spell slot

Level 6: Ocean Dweller

After constant exposure to aquatic magic, your body has formed gills that allow you to now breathe underwater! Your swim speed is double your walking speed! If your swim speed was already naturally double or more than your original walking speed, it goes up by 15 feet base. Lastly, you can give some of your allies the ability to breathe underwater by using an oceanic hymn laced with magic. This magic applies to a number of allies equal to your proficiency modifier! It lasts for 6 hours. Its duration upgrades to 12 hours at level 12 and 24 hours at level 18.

(You will have to add the swimming speed bonus to your sheet yourself as there is no way for me to code the doubling correctly since different races have different movement speeds)

Ocean's Strength

At level 14, you get the option to pick between the strength of the Aboleth's Manipulation or the Sahuagin's Companionship

Aboleth's Manipulation: You begin to play a slow, deep noted shanty laced with a darker oceanic magic. Mimicking the aboleth's ability to enslave the minds of the creatures it faces, you force a creature of your choice within 30 feet to roll a wisdom save. On a fail, the creature becomes magically charmed until the caster DIES or until they are on another plane of existence. The charmed target is under the bard's control and can't take reactions. The caster can telepathically communicate with the controlled creature while its charmed. Anytime the creature is struck, it may makean attempt at a saving throw. It does not roll for a saving throw at the end of the turn. It MUST take damage in order to roll against the charm. The charm lasts for 24 hours if concentration is held to its longest possible extent.

Sahuagin's Companionship: You begin to play a fast paced sea shanty laced with a sporadic oceanic music. It seems to mimick that of the Saguagin's quick paced music played during their raids. As you begin to play this, a large floating shark made of water begins to conjure beside you. It has a flying/swimming speed of 60 feet a turn. Upon reaching an enemy that you command it to attack, it may attempt to attack the enemy using your spell casting attack modifier! On a hit, it deals 3d10+cha modifier of cold damage as it bites down on the enemy. The shark has the same hp as a Great Shark aka 126 Health Points. It has resistance to cold damage, but vulnerability to lightning damage. Keeping it summoned DOES REQUIRE CONCENTRATION. It takes an action to summon this shark and it begins its turn on your next turn.

(The charge amount is being used to track the hp of the creature. Understand that this creature can only be used once per long rest, NOT 126 times per long rest ASIKDNASJLD)

Aboleth's Manipulation:

Aboleth's Manipulation: You begin to play a slow, deep noted shanty laced with a darker oceanic magic. Mimicking the aboleth's ability to enslave the minds of the creatures it faces, you force a creature of your choice within 30 feet to roll a wisdom save. On a fail, the creature becomes magically charmed until the caster DIES or until they are on another plane of existence. The charmed target is under the bard's control and can't take reactions. The caster can telepathically communicate with the controlled creature while its charmed. Anytime the creature is struck, it make attempt a saving throw. It does not roll for a saving throw at the end of the turn. It MUST take damage in order to roll against the charm. The charm lasts for 24 hours if concentration is held to its longest possible extent.

Sahuagin's Companionship

Sahuagin's Companionship: You begin to play a fast paced sea shanty laced with a sporadic oceanic music. It seems to mimick that of the Saguagin's quick paced music played during their raids. As you begin to play this, a large floating shark made of water begins to conjure beside you. It has a flying/swimming speed of 60 feet a turn. Upon reaching an enemy that you command it to attack, it may attempt to attack the enemy using your spell casting attack modifier! On a hit, it deals 3d10+cha modifier of cold damage as it bites down on the enemy. The shark has the same hp as a Great Shark aka 126 Health Points. It has resistance to cold damage, but vulnerability to lightning damage. Keeping it summoned DOES REQUIRE CONCENTRATION. It takes an action to summon this shark and it begins its turn on your next turn.

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