College of Tides


Bards of the College of Tides embody the song of the sea - ever-changing, wild, and irresistible. These maritime performers use oceanic magic and sailor’s swagger to command the battlefield like a deck of rigging. Whether leading crews with sea shanties or calling the tides to aid allies and sweep away foes, they thrive wherever the salt wind blows.

Shanty of the Storm (3rd Level)

Your Bardic Inspiration infuses allies with rhythm, coordination, and surge-like motion.

When you give Bardic Inspiration, you can choose one Tidal Shanty to accompany it. The recipient gains its benefit until they expend the die:

  • Riptide Roll. When the creature moves, it can choose to shift 5 feet without provoking opportunity attacks. If they use the Inspiration die on an attack roll, they can also move 10 feet as a free reaction after the attack.

  • Breaker’s Call. The creature gains temporary HP equal to the number rolled + your Charisma modifier when they use the die.

  • Swelling Song. If the creature fails a saving throw and uses the die to increase it, they are not knocked prone, pushed, or restrained as a result of the effect, even if the save still fails.

Only one Tidal Shanty can be active per creature at a time.

Bonus Spells (3rd Level)

You gain additional spells themed around sea magic and pirate life. These are always prepared and don’t count against your spells prepared.

3rd - Fog Cloud, Create or Destroy Water

5th - Misty Step, Shatter

9th - Water Breathing, Tidal Wave

13th - Freedom of Movement, Control Water

17th - Maelstrom, Cone of Cold

Sea Legs (6th Level)

You ignore nonmagical difficult terrain caused by water, slick surfaces, or unstable footing (like a ship’s rocking deck). You also have advantage on ability checks to resist being shoved or knocked prone.

Storm Soul (6th Level)

When you take lightning or thunder damage from a spell or magical effect, you can use your reaction to reduce the damage by an amount equal to your Bard level + your Charisma modifier, and you can push the source of the damage (if within 60 feet and you can see it) up to 10 feet away.

Captain’s Orders (10th Level)

Your commanding voice can rally allies mid-battle with tide-turning tactics. When an ally uses your Bardic Inspiration, you can use your reaction to give one of the following orders:

  • “Hard to Starboard!” That ally may move up to half their speed without provoking opportunity attacks.

  • “Reload and Fire!” If they used the die on an attack roll, they can reroll one damage die.

  • “Hold the Line!” If they used it on a saving throw, they gain resistance to all damage until the start of their next turn.

You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.

Tempest Anthem (14th Level)

You call the sea itself into your song. As an action, you can perform an Anthem of the Tempest for 1 minute (concentration not required). During this performance, you gain the following benefits:

  • Hostile creatures that start their turn within 10 feet of you must succeed on a Strength saving throw (DC = your spell save DC) or be pushed 10 feet and fall prone.

  • Once per round when a creature uses your Bardic Inspiration, they can choose to unleash a crashing wave. One creature within 10 feet of them takes 2d8 thunder damage (no save).

  • You and your allies have a swim speed equal to your walking speed, and can breathe underwater for the duration.

You can use this feature once per Long Rest or expend a 5th-level spell slot to use it again.