Two Weapon Fighting sounds cool but it just leads to disappointment for most folks. Getting the AC and +2 damage is a better option for most folks.
Decided to go Swords? I decided to go Lore. Cutting Words is the most awesome ability and the best way to use Bardic Inspiration. When you get Font of Inspiration and reload your Bardic Inspiration with a short rest it just becomes fantastic. I'm going to have to try Swords sometime. Best of Luck.
What's your bard's name? How many in your party? What spells did you select? I'm guessing you opted out of taking Vicious Mockery.
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Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Two Weapon Fighting sounds cool but it just leads to disappointment for most folks. Getting the AC and +2 damage is a better option for most folks.
Decided to go Swords? I decided to go Lore. Cutting Words is the most awesome ability and the best way to use Bardic Inspiration. When you get Font of Inspiration and reload your Bardic Inspiration with a short rest it just becomes fantastic. I'm going to have to try Swords sometime. Best of Luck.
What's your bard's name? How many in your party? What spells did you select? I'm guessing you opted out of taking Vicious Mockery.
Name is Panfaerd, (randomly generated).
Think I'm going Swords/duelist (rapier).
I ran my first adventure with a 5th-6th level party, survived and got enough xp to make level 3. First level spells were prestidigitation, vicious mockery, charm person,
cure wounds, identify, and dissonant whispers. Looking at choices for new levels....
That's pretty good. It is unusual for a player to build a first level character and then join a 5th/6th level party. But, if that's how y'all run, you'll close the gap pretty soon so they're only one level ahead of you.
Rollback Post to RevisionRollBack
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Two Weapon Fighting sounds cool but it just leads to disappointment for most folks. Getting the AC and +2 damage is a better option for most folks.
Decided to go Swords? I decided to go Lore. Cutting Words is the most awesome ability and the best way to use Bardic Inspiration. When you get Font of Inspiration and reload your Bardic Inspiration with a short rest it just becomes fantastic. I'm going to have to try Swords sometime. Best of Luck.
What's your bard's name? How many in your party? What spells did you select? I'm guessing you opted out of taking Vicious Mockery.
Name is Panfaerd, (randomly generated).
Think I'm going Swords/duelist (rapier).
I ran my first adventure with a 5th-6th level party, survived and got enough xp to make level 3. First level spells were prestidigitation, vicious mockery, charm person,
cure wounds, identify, and dissonant whispers. Looking at choices for new levels....
There are still people who play with experience points?
I built a swords bard around two-weapon fighting and had a lot of fun with it; of course he is a Tortle so I didn't need to worry about AC while going Strength based, but it's entirely doable with a more classic Dexterity focused, light or medium armoured Bard.
The key thing for me was that you have to remember that two-weapon fighting competes with your bonus action, so you want to make sure that you're not going to be constantly having to choose between bonus actions you want to take. If we assume as a Swords bard you probably want to be using your bardic inspiration on Blade Flourishes then that eliminates your main bonus action competition. Chortle has Healing Word, but that's really just for bringing allies back again up if they go down, so it's a reasonable trade to lose an attack to do that.
But most importantly; what fits the character best? For me Chortle is not your classic bard, he's a bagpipe playing sailor turtle with a bird's nest on his head; he never has a plan, and if he's given one he'll forget it half way through, and he's built to be a little bit Bard, Barbarian and Fighter, so twin weapons made so much more sense for him.
Mechanically, Dueling is the better of the two, since TWF is kinda bad in most cases. Fun-wise, I'd say TWF is probably more interesting and more dynamic, especially if the character is something like, say, a dancer.
Dueling is simple but good, relatively speaking. One weapon that doubles as a casting focus, one shield or free hand (probably the latter for spells), and a flat damage boost; it's guaranteed to be effective, and requires minimal build investment, which is good for a first character. Not much that needs to be said here, really, it honestly just rewards you for playing the way you'd normally play a somewhat gishy caster.
TWF operates differently in a few ways, though. First, it costs a bonus action, which means options; it does compete with your "main" bonus actions (Bardic Inspiration, bonus action spells like healing word), for sure, but also gives you a way to use your bonus action every turn, that isn't limited by resources. (This one is a slight net gain, overall, I'd say, especially if you use your BI dice for your flourishes. Overlap is usually a bad thing, but if you need to use your bonus action on BI or a spell, you likely weren't going to be attacking that turn anyways.) Second, unless you pick up [feat]War Caster[/feat], you need to do a little juggling when you want to cast; you can use both weapons as casting foci, and can thus cast spells with material components even with a weapon in each hand, but you'll still need a free hand for spells with somatic but not material components. (Slight point against TWF, but nothing major; you can't use both weapons for an opportunity attack, anyways, so having both in hand is only important when you're actually attacking. Using your free object interaction to sheathe or draw the second weapon every so often is a bit more bookwork than a lot of players care for, but also an opportunity for fun RP if you handle it creatively; maybe flavour it as tossing the weapon into the air on turn 1, and catching it on turn 2 after casting the spell?) TWF does give you an extra attack before you get Extra Attack (and stacks with Extra Attack for three attacks total), though, which means you're more likely to land at least one hit and get to proc a flourish, which can be useful if the target's almost dead or you really need to get them away from an even squishier ally. (A point for TWF, you get 2-3 chances to use a flourish instead of 1-2, if you really need to get one off right now. Check with the DM first, though; RAW, the bonus action attack might not count since it's not part of the Attack action itself, but Swords letting you choose the TWF style makes it pretty clear that the flourishes are intended to be compatible with the bonus action attack.) TWF usually wants further investment in the [feat]Dual Wielder[/feat] feat for double rapiers or longswords, but the feat is... sadly, it has trouble competing with an ASI in terms of overall effectiveness, especially if you use finesse weapons and Dex. (A point against TWF, though this one is more an issue with TWF itself, and Dual Wielder, being subpar compared to great weapons. Since you don't have access to Great Weapon Fighting, and can't really build for Great Weapon Master all that easily, it's much less of an issue for you than it would be for a Fighter. The only real point against it is that Bards only get five feats/ASIs.)
Overall, I'd say that TWF is definitely viable, and makes for the more interesting Swords Bard since it's more of a playstyle change compared to other Bard builds, but Dueling is probably the better of the two in terms of pure functionality. Since you sound like you've got a plan in mind, I'm going to recommend Dueling.
Dueling is simple but good, relatively speaking. One weapon that doubles as a casting focus, one shield or free hand (probably the latter for spells), and a flat damage boost; it's guaranteed to be effective, and requires minimal build investment, which is good for a first character.
Just wanted to mention, but I'd say Duelling is a less obvious pick for Swords Bards specifically, as we don't get shield proficiency as standard, so the shield with +2 damage weapon combo isn't available as on other classes, at least not without building specifically to get shield proficiency, unless your DM just lets you add it. Though as you say, keeping a free hand for casting (or an instrument, for a Bard) is still useful, though the Bard spell list has one of the best selections of vocal-only spells (so you can build around having no free hand).
This is what makes it more of a toss-up; I think you've otherwise identified all the differences. Oh, also there's no [feat] tag on D&D Beyond for some reason, if you want to make those clickable you'll need to use links.
If you are willing to multi class a 1 level hex blade dip for level 1 gives you shield proficiency and more. A 19AC pretty quick, use a long sword, treantmonk and dungeon dudes did videos of it recently. Personally I'm not a fan of multi classing, but for those who like it, its solid.
Last time I went swords bard i ignored the styles and went hand crossbow. Crossbow expert/sharpshooter by level 4. If I were going between the two I'd probably dualist as i just think its cooler and fits the 3 musketeer vibe. But I suspect dual wielder might be the better choice overall for the single class bard.
I built a swords bard around two-weapon fighting and had a lot of fun with it; of course he is a Tortle so I didn't need to worry about AC while going Strength based, but it's entirely doable with a more classic Dexterity focused, light or medium armoured Bard.
The key thing for me was that you have to remember that two-weapon fighting competes with your bonus action, so you want to make sure that you're not going to be constantly having to choose between bonus actions you want to take. If we assume as a Swords bard you probably want to be using your bardic inspiration on Blade Flourishes then that eliminates your main bonus action competition. Chortle has Healing Word, but that's really just for bringing allies back again up if they go down, so it's a reasonable trade to lose an attack to do that.
But most importantly; what fits the character best? For me Chortle is not your classic bard, he's a bagpipe playing sailor turtle with a bird's nest on his head; he never has a plan, and if he's given one he'll forget it half way through, and he's built to be a little bit Bard, Barbarian and Fighter, so twin weapons made so much more sense for him.
In the levels you are going to play at it makes no difference which you pick. So go off this:
1. MOST IMPORTANTLY - when you imagine your character, which do you think will make them look more cool.
2. What are you planning to do with your bonus action? If you have something to use you bonus action on every turn like a particular spell, or something else, then go dueling. If you find you have quit a few unused bonus actions on your turns in combat, then go two weapon.
3. See 1
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Check out my Disabled & Dragons Youtube Channel for 5e Monster and Player Tactics. Helping the Disabled Community and Players and DM’s (both new and experienced) get into D&D. Plus there is a talking Dragon named Quill.
If I ever played a campaign themed around "you are people from the real world who are transported to a fantasy one" I think I would want to play a TWF Swords Bard and be just a guy who was really good at playing BeatSaber on VR before the incident.
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Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Re-imagining unpopular subclasses as part of FIFY WotC. Let us know what you think of our changes!
In an update that probably interests no one but me, my swords bard is rocking right along. I'm finding that I'm able to contribute something in almost any situation. My spells are a mix of offense and utility. I can melee. even tank a little. I gig at the inn nightly, including my original composition "Unfettered Aarakocra" (complete with 12 minute lute shredding solo). 10/10. Would Swords Bard again.
As a friend who does HEMA observed wryly, "To master duel wielding first spend seven years mastering fighting with one hand, then spend seven years mastering fighting with the other, then spend seven years mastering fighting with both."
Dual wielding would be okay with any class that has the ability to increase damage "per hit". Something like Hex, Spirit Shroud, or Hunter's Mark, boosts damage "per hit" which means maximizing attacks maximizes your potential damage. However flourishes can only be applied to one attack a turn, so you don't get much benefit from two weapon fighting. It is better than missing completely, if you fail your primary attack, but at level six you get two attacks anyway.
As MyDudeicus says, taking your first level as Hexblade basically fills every weakness in the Swords Bard. A good ranged cantrip in Eldritch Blast, plus a backup cantrip like Toll the Dead or Chill Touch, proficiency with all martial weapons, which means you can use any weapon you're carrying as a Bard spell focus, and you get proficiency with shields, and start with proficiency in medium armour instead of waiting to level 3. You can take two of Hex, Armor of Agathys, or Shield as spells (if you take Fey Touched you can get Misty Step and Hex as extra spells). It does mean delaying your spell progression by one level, but you get so much that it's not worth worrying about.
As for spells to take with Bard, basically Bards are literally the Jack-of-all-Trades. Take a background that gives proficiency in Thieves' Tools (I like Urban Bounty Hunter, but Urchin or Criminal work fine) and you can run alongside the party Rogue under most circumstances (unless they took Expertise on their Thieves' Tools) while still being a full caster.
You're a Charisma caster who can take Expertise in Persuasion and Deception. There shouldn't be any social situation where you're not rocking. I always take Disguise Self for a quick disguise whenever needed. Nothing funnier than infiltrating a enemy stronghold disguised as a friendly unit. I've avoided entire confrontations by convincing the enemy to go chase us somewhere else. Faerie Fire makes life miserable for units that rely on invisibility. Enhance Ability can help you, or a friend, solve a particular problem. Heat Metal is an amusing way to cook people in their armour.
Of course you also have a selection of healing spells. Healing Word is as broken on Bard as it is on a Cleric. When someone goes down within 60 feet of you, they get up again.
Basically Bards (plus 1 level of Hexblade) are the kings of doing everything. I like the Half-Elf as a chassis because it adds another two skill proficiencies and can start with 8/14/16/10/10/17 so you can take Fey Touched at level 4 to bring Charisma to 18. Its only shortfall is that it's not quite as powerful in melee as a dedicated fighting character, but of course once you get to Tier 3 (level 11 and above) casters are more powerful than fighters and it's not even close. If you want to get close to the enemy grab Spirit Guardians and Spiritual Weapon from the Cleric. Counterspell is another important take. Most Bard spells are support/control oriented rather than direct damage, so you use Magical Secrets to fill in that hole in your selection. Tempting as it might be, Fireball isn't a great choice. It's very good on Lore Bard when you can get it at level 6, but if you're waiting till level 10 Fireball has lost some of its luster.
We don't have access to the unarmed fighting style, and Blade Flourishes require the use of a weapon. You could negotiate with your DM to take unarmed fighting style instead and waive the weapon restriction to allow unarmed strikes as well, but you'd be fully within homebrew territory.
Even so, without a level in Monk you'd need to build around Strength, which isn't ideal for your Bard's durability (unless you play a Tortle, as they have a high built-in AC).
Okay, assuming multiclassing with Fighter or Monk to get the requisite unarmed damage, do unarmed strikes NOT count as weapon attacks?
Unarmed strikes are a special type of melee weapon attack, so they work with some effects, but your fists/feet/whatever do not otherwise count as a weapon so they don't stack with others. For example, divine favor works because it applies to weapon attacks, but elemental weapon doesn't, because it requires a weapon. Bit confusing, but this is D&D where the word "attack" can mean an attack roll or the Attack action. 😉
Unfortunately the Blade Flourish feature specifically refers to a weapon, for example for the Defensive Flourish:
You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
That said, you don't have to use the flourishes on a swords Bard, as you'll still get the benefit of increased speed when you take the Attack action, but you'd be missing some of the best parts of the sub-class.
So rules-as-written unarmed isn't going to do you much good on a Swords Bard, but as with most things that the rules don't directly allow; ask your DM! If you've got a character idea you really like, then your DM is the person to ask as they might let you rebrand the feature as an "Unarmed Flourish" and let you take the unarmed fighting style in place of your Swords pick (since neither will work with unarmed strikes); there would be nothing unbalanced about allowing this, as it still has some drawbacks (ties you to Strength) but if it fits the character then it could be a lot of fun to play for an unconventional Bard!
Just tell your DM that your bard got his fists registered as weapons. What's he going to tell you afterwards? No? As if! Then you'll be playing in style and RAW.
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Playing my first game since the mid-90s, just made level 3, and I'm not sure which style to use?
Two Weapon Fighting sounds cool but it just leads to disappointment for most folks. Getting the AC and +2 damage is a better option for most folks.
Decided to go Swords? I decided to go Lore. Cutting Words is the most awesome ability and the best way to use Bardic Inspiration. When you get Font of Inspiration and reload your Bardic Inspiration with a short rest it just becomes fantastic. I'm going to have to try Swords sometime. Best of Luck.
What's your bard's name? How many in your party? What spells did you select? I'm guessing you opted out of taking Vicious Mockery.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Name is Panfaerd, (randomly generated).
Think I'm going Swords/duelist (rapier).
I ran my first adventure with a 5th-6th level party, survived and got enough xp to make level 3. First level spells were prestidigitation, vicious mockery, charm person,
cure wounds, identify, and dissonant whispers. Looking at choices for new levels....
That's pretty good. It is unusual for a player to build a first level character and then join a 5th/6th level party. But, if that's how y'all run, you'll close the gap pretty soon so they're only one level ahead of you.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
There are still people who play with experience points?
I built a swords bard around two-weapon fighting and had a lot of fun with it; of course he is a Tortle so I didn't need to worry about AC while going Strength based, but it's entirely doable with a more classic Dexterity focused, light or medium armoured Bard.
The key thing for me was that you have to remember that two-weapon fighting competes with your bonus action, so you want to make sure that you're not going to be constantly having to choose between bonus actions you want to take. If we assume as a Swords bard you probably want to be using your bardic inspiration on Blade Flourishes then that eliminates your main bonus action competition. Chortle has Healing Word, but that's really just for bringing allies back again up if they go down, so it's a reasonable trade to lose an attack to do that.
But most importantly; what fits the character best? For me Chortle is not your classic bard, he's a bagpipe playing sailor turtle with a bird's nest on his head; he never has a plan, and if he's given one he'll forget it half way through, and he's built to be a little bit Bard, Barbarian and Fighter, so twin weapons made so much more sense for him.
Characters: Bullette, Chortle, Dracarys Noir, Edward Merryspell, Habard Ashery, Legion, Peregrine
My Homebrew: Feats | Items | Monsters | Spells | Subclasses | Races
Guides: Creating Sub-Races Using Trait Options
WIP (feedback needed): Blood Mage, Chromatic Sorcerers, Summoner, Trickster Domain, Unlucky, Way of the Daoist (Drunken Master), Weapon Smith
Please don't reply to my posts unless you've read what they actually say.
Mechanically, Dueling is the better of the two, since TWF is kinda bad in most cases. Fun-wise, I'd say TWF is probably more interesting and more dynamic, especially if the character is something like, say, a dancer.
Dueling is simple but good, relatively speaking. One weapon that doubles as a casting focus, one shield or free hand (probably the latter for spells), and a flat damage boost; it's guaranteed to be effective, and requires minimal build investment, which is good for a first character. Not much that needs to be said here, really, it honestly just rewards you for playing the way you'd normally play a somewhat gishy caster.
TWF operates differently in a few ways, though. First, it costs a bonus action, which means options; it does compete with your "main" bonus actions (Bardic Inspiration, bonus action spells like healing word), for sure, but also gives you a way to use your bonus action every turn, that isn't limited by resources. (This one is a slight net gain, overall, I'd say, especially if you use your BI dice for your flourishes. Overlap is usually a bad thing, but if you need to use your bonus action on BI or a spell, you likely weren't going to be attacking that turn anyways.) Second, unless you pick up [feat]War Caster[/feat], you need to do a little juggling when you want to cast; you can use both weapons as casting foci, and can thus cast spells with material components even with a weapon in each hand, but you'll still need a free hand for spells with somatic but not material components. (Slight point against TWF, but nothing major; you can't use both weapons for an opportunity attack, anyways, so having both in hand is only important when you're actually attacking. Using your free object interaction to sheathe or draw the second weapon every so often is a bit more bookwork than a lot of players care for, but also an opportunity for fun RP if you handle it creatively; maybe flavour it as tossing the weapon into the air on turn 1, and catching it on turn 2 after casting the spell?) TWF does give you an extra attack before you get Extra Attack (and stacks with Extra Attack for three attacks total), though, which means you're more likely to land at least one hit and get to proc a flourish, which can be useful if the target's almost dead or you really need to get them away from an even squishier ally. (A point for TWF, you get 2-3 chances to use a flourish instead of 1-2, if you really need to get one off right now. Check with the DM first, though; RAW, the bonus action attack might not count since it's not part of the Attack action itself, but Swords letting you choose the TWF style makes it pretty clear that the flourishes are intended to be compatible with the bonus action attack.) TWF usually wants further investment in the [feat]Dual Wielder[/feat] feat for double rapiers or longswords, but the feat is... sadly, it has trouble competing with an ASI in terms of overall effectiveness, especially if you use finesse weapons and Dex. (A point against TWF, though this one is more an issue with TWF itself, and Dual Wielder, being subpar compared to great weapons. Since you don't have access to Great Weapon Fighting, and can't really build for Great Weapon Master all that easily, it's much less of an issue for you than it would be for a Fighter. The only real point against it is that Bards only get five feats/ASIs.)
Overall, I'd say that TWF is definitely viable, and makes for the more interesting Swords Bard since it's more of a playstyle change compared to other Bard builds, but Dueling is probably the better of the two in terms of pure functionality. Since you sound like you've got a plan in mind, I'm going to recommend Dueling.
Just wanted to mention, but I'd say Duelling is a less obvious pick for Swords Bards specifically, as we don't get shield proficiency as standard, so the shield with +2 damage weapon combo isn't available as on other classes, at least not without building specifically to get shield proficiency, unless your DM just lets you add it. Though as you say, keeping a free hand for casting (or an instrument, for a Bard) is still useful, though the Bard spell list has one of the best selections of vocal-only spells (so you can build around having no free hand).
This is what makes it more of a toss-up; I think you've otherwise identified all the differences. Oh, also there's no [feat] tag on D&D Beyond for some reason, if you want to make those clickable you'll need to use links.
Characters: Bullette, Chortle, Dracarys Noir, Edward Merryspell, Habard Ashery, Legion, Peregrine
My Homebrew: Feats | Items | Monsters | Spells | Subclasses | Races
Guides: Creating Sub-Races Using Trait Options
WIP (feedback needed): Blood Mage, Chromatic Sorcerers, Summoner, Trickster Domain, Unlucky, Way of the Daoist (Drunken Master), Weapon Smith
Please don't reply to my posts unless you've read what they actually say.
If you are willing to multi class a 1 level hex blade dip for level 1 gives you shield proficiency and more. A 19AC pretty quick, use a long sword, treantmonk and dungeon dudes did videos of it recently. Personally I'm not a fan of multi classing, but for those who like it, its solid.
Last time I went swords bard i ignored the styles and went hand crossbow. Crossbow expert/sharpshooter by level 4. If I were going between the two I'd probably dualist as i just think its cooler and fits the 3 musketeer vibe. But I suspect dual wielder might be the better choice overall for the single class bard.
his name should have been Leonardo.
In the levels you are going to play at it makes no difference which you pick. So go off this:
1. MOST IMPORTANTLY - when you imagine your character, which do you think will make them look more cool.
2. What are you planning to do with your bonus action? If you have something to use you bonus action on every turn like a particular spell, or something else, then go dueling. If you find you have quit a few unused bonus actions on your turns in combat, then go two weapon.
3. See 1
Check out my Disabled & Dragons Youtube Channel for 5e Monster and Player Tactics. Helping the Disabled Community and Players and DM’s (both new and experienced) get into D&D. Plus there is a talking Dragon named Quill.
https://www.youtube.com/channel/UCPPmyTI0tZ6nM-bzY0IG3ww
If I ever played a campaign themed around "you are people from the real world who are transported to a fantasy one" I think I would want to play a TWF Swords Bard and be just a guy who was really good at playing BeatSaber on VR before the incident.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Re-imagining unpopular subclasses as part of FIFY WotC. Let us know what you think of our changes!
In an update that probably interests no one but me, my swords bard is rocking right along. I'm finding that I'm able to contribute something in almost any situation. My spells are a mix of offense and utility. I can melee. even tank a little. I gig at the inn nightly, including my original composition "Unfettered Aarakocra" (complete with 12 minute lute shredding solo). 10/10. Would Swords Bard again.
As a friend who does HEMA observed wryly, "To master duel wielding first spend seven years mastering fighting with one hand, then spend seven years mastering fighting with the other, then spend seven years mastering fighting with both."
Dual wielding would be okay with any class that has the ability to increase damage "per hit". Something like Hex, Spirit Shroud, or Hunter's Mark, boosts damage "per hit" which means maximizing attacks maximizes your potential damage. However flourishes can only be applied to one attack a turn, so you don't get much benefit from two weapon fighting. It is better than missing completely, if you fail your primary attack, but at level six you get two attacks anyway.
As MyDudeicus says, taking your first level as Hexblade basically fills every weakness in the Swords Bard. A good ranged cantrip in Eldritch Blast, plus a backup cantrip like Toll the Dead or Chill Touch, proficiency with all martial weapons, which means you can use any weapon you're carrying as a Bard spell focus, and you get proficiency with shields, and start with proficiency in medium armour instead of waiting to level 3. You can take two of Hex, Armor of Agathys, or Shield as spells (if you take Fey Touched you can get Misty Step and Hex as extra spells). It does mean delaying your spell progression by one level, but you get so much that it's not worth worrying about.
As for spells to take with Bard, basically Bards are literally the Jack-of-all-Trades. Take a background that gives proficiency in Thieves' Tools (I like Urban Bounty Hunter, but Urchin or Criminal work fine) and you can run alongside the party Rogue under most circumstances (unless they took Expertise on their Thieves' Tools) while still being a full caster.
You're a Charisma caster who can take Expertise in Persuasion and Deception. There shouldn't be any social situation where you're not rocking. I always take Disguise Self for a quick disguise whenever needed. Nothing funnier than infiltrating a enemy stronghold disguised as a friendly unit. I've avoided entire confrontations by convincing the enemy to go chase us somewhere else. Faerie Fire makes life miserable for units that rely on invisibility. Enhance Ability can help you, or a friend, solve a particular problem. Heat Metal is an amusing way to cook people in their armour.
Of course you also have a selection of healing spells. Healing Word is as broken on Bard as it is on a Cleric. When someone goes down within 60 feet of you, they get up again.
Basically Bards (plus 1 level of Hexblade) are the kings of doing everything. I like the Half-Elf as a chassis because it adds another two skill proficiencies and can start with 8/14/16/10/10/17 so you can take Fey Touched at level 4 to bring Charisma to 18. Its only shortfall is that it's not quite as powerful in melee as a dedicated fighting character, but of course once you get to Tier 3 (level 11 and above) casters are more powerful than fighters and it's not even close. If you want to get close to the enemy grab Spirit Guardians and Spiritual Weapon from the Cleric. Counterspell is another important take. Most Bard spells are support/control oriented rather than direct damage, so you use Magical Secrets to fill in that hole in your selection. Tempting as it might be, Fireball isn't a great choice. It's very good on Lore Bard when you can get it at level 6, but if you're waiting till level 10 Fireball has lost some of its luster.
And now I want to play Bard again.
Short answer; no.
We don't have access to the unarmed fighting style, and Blade Flourishes require the use of a weapon. You could negotiate with your DM to take unarmed fighting style instead and waive the weapon restriction to allow unarmed strikes as well, but you'd be fully within homebrew territory.
Even so, without a level in Monk you'd need to build around Strength, which isn't ideal for your Bard's durability (unless you play a Tortle, as they have a high built-in AC).
Characters: Bullette, Chortle, Dracarys Noir, Edward Merryspell, Habard Ashery, Legion, Peregrine
My Homebrew: Feats | Items | Monsters | Spells | Subclasses | Races
Guides: Creating Sub-Races Using Trait Options
WIP (feedback needed): Blood Mage, Chromatic Sorcerers, Summoner, Trickster Domain, Unlucky, Way of the Daoist (Drunken Master), Weapon Smith
Please don't reply to my posts unless you've read what they actually say.
Unarmed strikes are a special type of melee weapon attack, so they work with some effects, but your fists/feet/whatever do not otherwise count as a weapon so they don't stack with others. For example, divine favor works because it applies to weapon attacks, but elemental weapon doesn't, because it requires a weapon. Bit confusing, but this is D&D where the word "attack" can mean an attack roll or the Attack action. 😉
Unfortunately the Blade Flourish feature specifically refers to a weapon, for example for the Defensive Flourish:
That said, you don't have to use the flourishes on a swords Bard, as you'll still get the benefit of increased speed when you take the Attack action, but you'd be missing some of the best parts of the sub-class.
So rules-as-written unarmed isn't going to do you much good on a Swords Bard, but as with most things that the rules don't directly allow; ask your DM! If you've got a character idea you really like, then your DM is the person to ask as they might let you rebrand the feature as an "Unarmed Flourish" and let you take the unarmed fighting style in place of your Swords pick (since neither will work with unarmed strikes); there would be nothing unbalanced about allowing this, as it still has some drawbacks (ties you to Strength) but if it fits the character then it could be a lot of fun to play for an unconventional Bard!
Characters: Bullette, Chortle, Dracarys Noir, Edward Merryspell, Habard Ashery, Legion, Peregrine
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Just tell your DM that your bard got his fists registered as weapons. What's he going to tell you afterwards? No? As if! Then you'll be playing in style and RAW.