College of Tides for Bard

by SemanticAvenger

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College of Tides

Shaped by Shanties

Members of the College of Tides hear music in the crashing of waves and roar of winds, and have learned to conduct that music through their own magical means. Friends of naiads and nymphs, disciples of the sea and storms, these bards are prized on ships and in coastal cities for their ability to influence the weather. They are often seized by a powerful wanderlust, and are eager to go wherever the winds may blow them next.

Subclass Features

Rigged and Ready

When you join the College of Tides at 3rd level, you gain proficiency with the net and trident, as well as with navigator's tools and vehicles (water). You can use any of these items as a spellcasting focus for your bard spells.

Wind and Waves

When you choose this college at 3rd level, you gain the gust and shape water cantrips.

Gust of Inspiration

Beginning at 3rd level, whenever you give a creature a Bardic Inspiration die, you can coax the air to move around them in a mild salty breeze that swirls around them, harmlessly kicking up dust and leaves and other small fragments of the environment in their space. When the creature uses the Bardic Inspiration die, these winds provide an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw, as detailed below:

Ability check. When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can add its proficiency bonus to the check if it would not normally do so, as the winds gather knowledge and experience from others them and carry those whispers to the creature.

Attack roll. Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the winds rush violently forward towards the target. As a part of the same action as the attack, the creature can cast thunderwave as a first-level spell using your spell save DC.

Saving throw. Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the winds swirling around them grow in ferocity, protecting that creature. Until the end of their next turn, a strong wind (20 miles per hour) blows around them in a 5-foot radius and moves with them, remaining centered on them. Within that radius, the area is difficult terrain for creatures other than them, and weapon attacks against them have disadvantage.

Sea Change

By 6th level, you are so attuned to the tides that you can manipulate them as easily as the instruments you play. You can expend a use of your Bardic Inspiration to cast control water without requiring concentration.

Pull of the Moon

At 14th level, your spellcasting is so tied to the tides of your college that using your magic can move the very moon, shifting the tides in your favor. When you cast a bard spell of 1st level or higher, you can choose one of the following effects:

  • High Tide. The ghosts of high tides flood an area within a 30-foot radius of you. This area is magical difficult terrain for any number of creatures you choose within range and which you can see.
  • Low Tide. Spectral tides recede, washing away impediments. All difficult terrain you choose and which you can see becomes normal terrain.
  • Spring Tide. The energy of the most forceful tides infuses you and your allies. The movement of any number of creatures you choose and which you can see increases by 10 feet and their movement doesn't provoke opportunity attacks.
  • Neap Tide. The lethargy of the quietest tides seeps into your enemies. Any number of creatures you choose and which you can see within 30 feet must make a constitution saving throw. On a failure, the targets deal only half damage with weapon attacks that use Strength.
  • Rip Tide. The spirit of the undertow violently pulls your enemies from their goal. When a creature ends its turn within 30 feet of you, it must succeed on a constitution saving throw or be moved 10 feet in a direction of your choice and knocked prone.

The effect you choose lasts for one minute or until you cast another bard spell of 1st level or higher and choose a different effect.

 

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