Bardic College: College of Shanties
Sea shanties bind crews together in camaraderie and help them work in tandem with one another. The sea itself is a source of inspiration, a call to adventure and a longing for freedom that touches the hearts of all creatures.
Less a formal “college”, these are bards who work their magic into the formulaic nostalgia of these songs to empower their allies on the open waves.
Sailor's Proficiencies
When you join this college at 3rd level, you become proficient in vehicles (water) and the Athletics skill. You may choose to enhance this vehicle proficiency as part of your Expertise feature at 3rd or 6th level.
Shanty
At 3rd level, you learn to sing a song of empowerment that guides your crew to work in tempo. You may begin this song as an action, and it lasts up to a number of minutes equal to your Charisma modifier (minimum of 1 minute), as though you were concentrating on a spell. You may use this feature twice, and you regain all expended uses on a short or long rest.
When a creature you can see and that can hear your shanty makes an attack roll, saving throw, or ability check, you may use your reaction to expend a use of your Bardic Inspiration feature, rolling the die and adding it to the creature’s result.
Once per turn when any creature of your choice, including yourself, that can hear your shanty fails an attack roll or ability check, it may roll 1d4 and add the result to the d20 roll.
From 6th level, you may begin your Countercharm as part of the action to begin your Shanty; the duration of this separate effect remains unchanged.
Crew Favourite
Starting at 6th level, you know just what your crew likes in any situation. When you begin your Shanty, you may choose one of the following songs (or fantasy cultural equivalent) to sing, which grants additional benefits for its duration.
| Song | Shanty Effect |
|---|---|
| Derby Ram | All creatures of your choice that can hear your Shanty gain advantage on Insight checks. |
| Drunken Sailor | When a creature you can see, and that can hear your Shanty, makes an attack roll, ability check, or saving throw, you may use your reaction to roll 1d4 and subtract it from the creature’s result. |
| Running Down to Cuba | A number of creatures of your choice equal to your Charisma modifier (minimum of one creature) that can hear your Shanty gain an additional 10 feet of movement speed. |
| Wellerman | All creatures of your choice that can hear your Shanty count as one creature size larger for determining their carrying capacity and the amount they can push, drag, or lift. |
Camaraderie
At 14th level, your shanty binds the crew together. When you begin your Countercharm as part of your Shanty, the feature’s duration is extended to the length of the Shanty.