Base Class: Bard
Bards of the College of the Shantyman are the lifeblood of any seafaring crew. More than mere performers, these bards are masters of rhythm, morale, and voice—using ancient sea chants and working songs to stir courage in the hearts of sailors and shake the waves with their harmonies. Their melodies aren’t just music—they’re magic woven through rope and rigging, salt and soul, wind and will.
The College of the Shantyman originated in coastal bardic traditions, passed down from the legendary bard-mariner Orlan Tidevoice, who once calmed a kraken with a lullaby and sang a fleet of ghost ships into the afterlife. Modern Shantymen still echo these ancient cadences, using layered rhythms and powerful choruses to coordinate shipwork, keep fear at bay, and inspire even landlubbers to stand firm in the face of sea-born terrors.
Whether atop the crow’s nest or deep in the bilge, Shantymen are cherished by their crews and feared by their enemies. They channel the power of crashing waves, howling winds, and roaring camaraderie to empower allies and disorient foes. In battle, their chants become thunder; in taverns, legends.
Unlike other bardic colleges that prioritize refined art or scholarly pursuit, the Shantyman is a bard of the people—loud, bold, and irrepressibly alive. Their performances are communal, infectious, and unforgettable, bringing entire crews into sync with the heartbeat of the sea.
Level 3 – Sea Legs and Sailor’s Rhythm
🌀 Ocean’s Cadence
When you use your Bardic Inspiration, you can choose to sing a rhythmic shanty as a bonus action. Until the start of your next turn, any ally within 10 feet of the creature who received Bardic Inspiration gains +5 feet of movement and advantage on ability checks to resist being knocked prone or moved.
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At level 14, this radius increases to 30 feet.
⚓ Shanty of the Crew
You learn an additional way to use Bardic Inspiration:
When a creature uses your Bardic Inspiration die on an attack roll, and the roll hits, they may choose to inspire others. One ally within 30 feet who can hear the attack regains Bardic Inspiration (your die size). This can occur once per turn.
Cutting Words
Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.
Level 6 – Chantey's Charm
As an action, you can begin a hypnotic sea shanty that affects creatures that can hear you within 60 feet. Choose a number of creatures equal to your Charisma modifier. Each must make a Wisdom saving throw (DC = your spell save DC) or be charmed for 1 minute. While charmed, they sway and hum along, becoming incapacitated and having their speed halved.
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The effect ends early if the creature takes damage or another creature uses an action to shake them out of it.
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Once you use this feature, you can’t use it again until you finish a short or long rest.
Peerless Skill
Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.
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