Seafarer

The seafarer has gone by many a name, depending on the nature of their time upon the sea. Mariner, bluejacket, sea dog — all of these hearty sailors are tied together by a life on the waters and the trials it puts one through. The seafarer is not always the most practiced fighter, but what they lack in expertise they make up for in camaraderie. A sailor knows how to bond with their fellow crew to finish a task, and their shanty songs keep morale high through even the roughest battle.

Level 3: Sailor's Life

You gain proficiency with water vehicles and navigator’s tools. In addition, you have a swimming speed equal to your walking speed and you can hold your breath for twice as long as normal.

Level 3: Sea Shanties

You can sing sea shanties to spur your allies into rhythmic cooperation. As a bonus action, you can start a shanty which lasts for 1 minute, or until your concentration is broken (as if concentrating on a spell) or you stop singing (no action required). When you do, and at the start of each of your turns while you are singing, each friendly creature within 30 feet of you that can hear you can use its reaction to join in. A creature that joins your shanty, whether by singing, drumming an accompanying beat, or moving in step with the rhythm, gains the benefits of the shanty until the start of your next turn. Whenever you start a shanty, you choose which of the following songs to sing.

Dead Man’s Folly. A song of avoiding trouble and following orders. Each creature participating in this shanty has advantage on Strength saving throws and a +1 bonus to attack rolls against a target if a friendly creature that isn’t incapacitated is within 5 feet of the target.

Roll the Tide Along. A song of moving forward under any circumstances. Each creature participating in this shanty has advantage on Dexterity saving throws and cannot be knocked prone or pushed against its will.

Drunken Sailor’s Morning. A song of enduring pain and consequences. Each creature participating in this shanty has advantage on Constitution saving throws and gains temporary hit points equal to your fighter level each time it joins the shanty.

Forget Not Your Mates. A song of recalling past friends and experiences. Each creature participating in this shanty has advantage on Intelligence saving throws and reduces the damage it takes from spells by an amount equal to your proficiency bonus.

Blood Red Sirens. A song of working through oncoming terrors. Each creature participating in this shanty has advantage on Wisdom saving throws and is immune to the charmed and frightened condition while participating.

Haul, Ye Wayfarers. A song of camaraderieship and shared labor. Each creature participating in this shanty has advantage on Charisma saving throws and a +1 bonus to AC if it is within 5 feet of another friendly creature that isn’t incapacitated.

Once you use this feature to sing a shanty, you can’t use it again until you finish a short or long rest. You can use this feature twice between short or long rests starting at 15th level.

Level 7: Sound of the Sea

You gain proficiency in the Performance skill and your proficiency bonus is doubled for any ability check you make using that skill.

In addition, when you make a Constitution saving throw to maintain concentration on a sea shanty, you can add a bonus equal to your Charisma modifier (minimum +1) to the roll.

Level 10: Working Song

When a creature, including yourself, is participating in your sea shanty, it can add a bonus equal to your Charisma modifier (minimum +1) to an attack roll, damage roll, or saving throw it makes. Once it adds this bonus to a roll, it cannot do so again until the start of its next turn.

Level 15: Deep Lungs

When a creature, including yourself, is participating in your sea shanty, it can add a bonus equal to your Charisma modifier (minimum +1) to an attack roll, damage roll, or saving throw it makes. Once it adds this bonus to a roll, it cannot do so again until the start of its next turn.

Level 18: Anchoring Bonds

You can use a bonus action while concentrating on a sea shanty to allow each creature participating in your sea shanty to make one melee weapon attack against a creature within range or move up to half its speed (no action required by the participant).

You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

 


 

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