Like other bardic colleges, sea singers do not attend an actual university, they gather to learn spells, lore and skills from one another, and of all the bardic colleges, the verbal tradition is most important to sea singers. Sea singers are most often found among merfolk and sea elves, though nomadic halflings, coastal and island dwelling humans and some wood elves are also drawn to the vocal nature of the college.
Unlike other bards, the sea singer relies almost entirely on their singing voice to cast their spells. All spells cast by a sea singer have a verbal component in addition to the listed components and they may use their singing voice as a spellcasting focus for their spells. Silence spells and effects that cause a sea singer to lose their voice interfere with their ability to influence others through magic.
College of Sea Singers
When you join the college of sea singers at 3rd level, you gain proficiency in Athletics, Persuasion, heavy crossbows, tridents and nets.
At 3rd level, all of your spells gain a verbal component if they did not already have one and you may use your singing voice as a spellcasting focus for your bard spells.
Also at 3rd level, when you cast any spell of the enchantment or illusion school, you may expend one or more uses of your Bardic Inspiration. For each use of Bardic Inspiration spent, one target of the enchantment or illusion spell makes all saving throws against that casting of the spell at disadvantage.
Additional Magical Secrets
At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.
At 14th level, you may maintain concentration on two spells as long as at least one of those spells is from the enchantment or illusion schools. If you are concentrating on two spells and wish to cast a third spell that requires concentration, you must lose concentration on one of the two spells you currently hold. Should you take damage or be affected by environmental phenomena that requires you to make a saving throw to maintain concentration, you must make a separate save for each spell.
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