College of Shanties

The College of Shanties is a path taken by some bards who tell stories of traversing the high seas. This subclass was created by Tony.
== Powers and abilities ==
=== Bonus Proficiencies ===
When you join the College of Shanties at 3rd level, you gain proficiency in History, Insight and Nature.
=== Lurching Swagger ===
At 3rd level, your time spent as a pelagic poet has expanded your capabilities of traversing the most dastardly of terrains, so much so that you can inspire others to follow suit.
After performing one of the many shanties or ballads that you know for 1 minute, you can expand a Bardic Inspiration die to liberate yourself and a number of allies equal to your Charisma modifier (minimum of 1) from terrain-based limitations. Or, you can expend one use of Bardic Inspiration to allow you and your allies to Dash as a Bonus Action for 1 minute. You can also choose to expend a Bardic Inspiration die to free a one creature from the Grappled, Restrained or Stunned conditions.
Once you use this feature, you cannot use it again until you finish a long rest.
=== Spinning the Yarn ===
You access the stories and legends that have awed you since joining the college. Tales of bravery and tenacity, tales of greater connections to the waves and open sea... tales of drunken nights that one might regret in the morning. While wielding your musical instrument, as a bonus action you can expend one use of your Bardic Inspiration and roll on the Yarn Fables table using your Bardic Inspiration die to determine the yarn you spin for yourself or your allies. The effects of each fable last until you finish a short or long rest, or until their usefulness runs out.
You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the fable’s effect. Once you do so, you can’t bestow the fable’s effect again until you roll it again.
You can retain only one of these fables in mind at a time, and rolling on the Yarn Fables table immediately ends the effect of the previous tale. If the tale requires a saving throw, the DC equals your spell save DC.
Yarn Fables
Bardic Inspiration Die	What You Recall From Your Travels
1 	What We Do With The Drunken Sailor. For the next minute, the target of this tale gains the effect of "Drunkenness". Said target has disadvantage on Dexterity saving throws.
2 	Blow the Man Down. On your next attack with a Spell that deals damage and does not require a saving throw, you can roll an extra die of the same type used for the spell and deal additional Thunder damage. The target must them make a Strength saving throw or become Prone.
3 	Sloop John B. The target of this fable gains 15 extra feet of movement speed for the next minute.
4 	A Drop of Nelson's Blood. The target is healed an amount equal to two rolls of your Bardic Inspiration die plus your Charisma modifier.
5 	10,000 Miles Away. The target of this fable must make a Strength saving throw. On a failed save, the target is pulled towards the yarn spinner 30 feet.
6 	Leave Her Johnny. You and a number of creatures equal to your Charisma modifier ignore difficult terrain for the next 10 minutes.
7 	Barnacle Bill the Sailor. The target must succeed on a Charisma saving throw or for the next 1 minute take additional psychic damage equal to a roll of your Bardic Inspiration die from melee attacks.
8 	A-Roving for the Fair Maid. The target becomes infatuated with you for the next 10 minutes and has disadvantage on Charisma saving throws, while you have advantage on any Charisma (Persuasion or Deception) checks against them.
9 	I am Alfred Bulltop. A creature of your choice within 30 feet of you grows in size as if under the effects of the Enlarge/Reduce spell with the added bonus of temporary hit points equal to a roll of your Bardic Inspiration die plus your Charisma modifier.
10 	Soon May the Wellerman Come. The target, which can be yourself, gains a +5 bonus to their Armor Class for the next round and has advantage on their next Constitution saving throw.
11 	Stormalong. A powerful torrent of storms is conjured around you as you chant a powerful shanty. All creatures within 5 feet of you must make a Dexterity saving throw. On a failed save, each creature takes cold damage equal to 3 rolls of your Bardic Inspiration die.
12 	Drow Ladies. You and a number of willing creatures equal to your Charisma modifier can teleport to an unoccupied space that you can see within 60 feet of you.
=== Parley ===
Your knowledge of the traditional Seafarers Codex allows you to magically invoke that which your crew and all other crews holds dearly: Parley. As a bonus action, you can expend a Bardic Inspiration die and gain the effects of the Sanctuary spell.
The number of creatures that can gain the effects of this ability increases when you reach certain levels in this class, increasing to 3 at 8th level, and 5 at 12th level.
=== Siren Song ===
You've heard tales of sirens in the night luring sailors to their doom, and with your newfound bardic prowess... you believe you can replicate this ability. As an action, you can force all creatures within 60 feet of you that can hear you to make a Charisma saving throw. On a failed save all the creatures become incapacitated and must use all their movement to approach you. Attacks against creatures under this effect have Advantage.
== Lyrics ==
=== Drow Ladies ===
==== (Chorus) ====
Farewell and adieu to you, Drow ladies,
Farewell and adieu to you, Underdark ladies;
For we've received orders to sail for old Torr,
And we may ne'er see you fair ladies again.
==== (Verse 1) ====
We'll rant and we'll roar like true Holm sailors,
We'll rant and we'll roar all on the shoreline.
Until we strike soundings in the Pomkjas Sea;
From Vestabuuk to Frahterrest is thirty-five leagues.
==== (CHORUS) ====