Bard
Base Class: Bard

College of Shanties Bards are sea-driven performers that know how to get a crowd going, and keep them on their toes.  Enthralled by adventure and the treasures hidden by the seven seas, College of Shanties Bards are known for their uncanny ability to locate a team of swashbucklers and latch on as an accepted and valued member of the group.  Due to the vastly varying calls for adventure and thirst for next big score, members of this college rarely plan to meet up with one another, and rather spread their epics and learn of new stories through experiencing them first-hand and conversing with the local tribes of wherever they may find themselves.

Their true potential in combat lies with their behind the scenes ability to mold the fight to their favor, often tricking those willing to cart them around to lead the charge and do most of the dirty work.  However the only thing more enticing than an easy victory fit to inspiring their next performance, is an excuse to start a party and keep it going until the last man standing can't hold his ale...or himself up.

Crew Rouse

When you join the College of Shanties at 3rd level, you gain the ability to rouse an entire crew of mates in a flash.

Whenever you expend a use of your Bardic Inspiration, your lively performance has the potential to inspire up to 4 additional creatures of your choice. Additionally, when you do so, if at least two creatures within range that you can see or hear are already inspired, you, yourself, are influenced by the mood of the atmosphere and may choose to gain a Bardic Inspiration die if you do not already have one.

Tides of the Skirmish

Starting at 3rd level, you gain the ability to affect the Ebb and Flow of battle as you perform in Combat.

As a skirmish rages on, your combat compositions gain increasing effects on the tides of battle.  At the end of each of your turns in combat, you can select one of the following effects to apply until the start of your next turn that you did not choose on your last turn.  Potency of each effect increases for every turn you have cast Bardic Inspiration in succession.  The additive effect bonus resets if more than one round of combat passes without you expending at least one point of Bardic Inspiration.  Expending multiple slots of inspiration in the same turn increase the potency of the effect additive for each slot expended.

Ebb - Your performance enhances the natural movements of your allies in combat. Until your next turn, all allies that can hear or see you gain and advantage on DEX saving throws and bonus AC equal to the number of times you have expended a slot of Bardic Inspiration in succession.

Flow - Your performance encourages your allies to go all out and seize the enemy.  Until your next turn, all friendly allies that can hear or see you gain a bonus to melee, ranged, and spell attack rolls equal to the number of times you have expended a slot of Bardic Inspiration in succession.

Crest - Your performance hits a climax, energizing your allies for a short burst.  Until the end of your next turn, whenever an ally adds a Bardic Inspiration die to a roll, they also add a modifier equal to the number of times you have expended a slot of Bardic Inspiration in succession.

Compelling Shanty

At 6th level, you gain the ability sway even your mortal enemies to partake in your shanties. As an action, you play an enthralling tune for all creatures to hear.  All creatures of your choice who hear your melody must succeed on a WIS saving throw or be charmed for 1 minute or until your concentration ends (as if you were concentrating on a spell).  Any creature charmed by you must also spend half of its movement each turn rhythmically dancing and/or singing to the beat of your performance.

On a successful save, the creature is not moved by your shanty, but also has no idea that you tried to charm it.

Once you use this feature, you can’t use it again until you finish a long rest.

Back Line Bard Life

At 14th level, your ability to move your allies in the heat of the battle becomes second nature.

 t the end of your turn, your musical prowess continues to influence those around you so long as nothing interrupts your full attention.  If you expended at least one slot of Bardic Inspiration and have not taken damage since your last turn, you regain one slot of Bardic Inspiration.

Additionally, your keen eyes overseeing the battlefield allow you to impose disadvantage on any creature making a single-target ranged attack roll against you so long as they are at least 15 feet away.

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