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Shanties

Shanties

College of Shanties.


The College of Shanties is an "informal" college, a loose community of tradesmen that work in environments with harsh, repetitive labour. Far from studying theory or undertaking long apprenticeships, a shantyman learns practical skills on the job.
It's a common turn of phrase that "a good shantyman is worth four extra hands on the rope." The bards of this college support their allies by working alongside them and leading by example. They know the perfect tune for every situation, from drinking and carousing (skills they generally excel at) to working and fighting.


Level 3 Features:


Three Sheets to the Wind.


When you join the College of Shanties at 3rd level, you gain proficiency with brewer's supplies and you can choose to use a mug or tankard as a spellcasting focus for your bard spells in place of a musical instrument.
Your quick wit has been known to get you both in and out of trouble. You learn the Vicious Mockery cantrip, which doesn't count against the number of bard cantrips you know. If you already know this cantrip, then you learn a different bard cantrip of your choice.


Blow the Man Down.


At 3rd level, you gain the ability to coordinate your allies with raucous songs. As a bonus action, you can expend one use of your Bardic Inspiration to start performing a sea shanty, choosing from one of the following options.
The performance lasts for up to 1 minute or until your concentration ends (as if you were concentrating on a spell), and can be used on any creature that can hear you within 15 feet of you. It ends early if you are incapacitated, become unable to speak, start a new performance, or end it voluntarily (no action required).
Haul Away, Joe. When a creature within range provokes an opportunity attack, you can use your reaction to impose disadvantage on the attack roll.
Blood Red Roses. When a creature within range makes a melee attack roll and misses, you can use a reaction to allow it to reroll the attack roll against a different target within range.
Fiddler's Green. When a creature within range makes an ability check, you can use your reaction to add your Intelligence or Charisma modifier to the roll.
Strike the Bell. When a creature within range makes a Constitution saving throw to maintain concentration on a spell, you can use your reaction to impose disadvantage on the saving throw.
Drunken Sailor. When a hostile creature within range misses you or an ally with an attack, you can use your reaction to cast vicious mockery, targeting that creature.
The range of your performance improves when you reach certain levels in this class, increasing to 20 feet at 5th level, 25 feet at 10th level, and 30 feet at 15th level.


Level 6 Feature:


Know the Ropes.


At 6th level, you've learned to keep perfect tempo while you focus on the task at hand. You no longer need to concentrate on your shanty performances.
In addition, you gain the ability to weave your shanties with the disruptive power of your Countercharm ability. While you are performing, any ally in range is affected by your Countercharm.


Level 14 Feature:


Sea Medley.


At 14th level, your mastery of the form allows you to seamlessly flow from one song to another. When you start your performance you can choose two options instead of one.
Additionally, while you are performing, each creature of your choice within range gain a bonus to Performance checks equal to your Intelligence or Charisma modifier (minimum of +1).





 

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