Base Class: Bard
Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.
Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks.
Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.
Bonus Proficiencies
When you join the College of Swords at 3rd level, you gain proficiency with medium armor and simple and martial weapons.
If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.
Blade Flourish
At 3rd level, you learn to conduct impressive displays of martial prowess and speed.
Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn and one as a reaction if the flourish allows it.You don't expend any Bardic Inspiration that you used for a Blade Flourish. At level 6 you can give any of the Bardic Inspiration dice you rolled to any allied creature within 10 feet of you if a creature already has one they immediately roll it and regain hit points equal to the totaled rolled plus your Charisma modifier. If the target isn't missing any hit points they instead gain temporary hit points equal to the roll of the Bardic Inspiration dice. They only regain hit points or temporary hit points once per day (all other rules of the Bardic Inspiration die still apply). The range increase to 30 feet when you reach level 14 in this class.
Defensive Flourish. You can roll one of your Bardic Inspiration die 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 can also add the number rolled to your AC until the start of your next turn.
Slashing Flourish. You can roll two of your Bardic Inspiration die to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of the target or yourself. The damage equals the number you roll on the Bardic Inspiration die.
Mobile Flourish. You can roll one of your Bardic Inspiration die 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 can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 10 feet of the target without provoking opportunity attacks against you. This can be used as a reaction
(level 6) Intimidating Flourish. You can roll two of your Bardic Inspiration die to cause the weapon to deal extra damage to the target you hit. The damage is psychic and it equals the number you rolled on the Bardic Inspiration die. You also cause the target to become frightened if they fail a Charisma saving throw with a DC of 10 + the roll of one of your Bardic Inspiration die. The target can attempt this saving throw at the end of each of its turns. The target has disadvantage on the saving throw if you have not suffered damage to your hit points that turn.This can be used as a reaction
(level 6) Grandiose Flourish. You can roll three of your Bardic Inspiration die to cause the weapon to deal extra radiant damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. If you don't roll any of your Bardic Inspiration again by the end of your next turn, the target of your Grandiose flourish takes additional damage of the type of your weapon equal to a second roll of your Bardic Inspiration die.
(level 6) Vengeful Flourish. You can roll two of your Bardic Inspiration die 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. All of your weapon attacks critically hit on a 18, 19 or 20 until the end of your next turn and your next attack has advantage. If you critically hit before this effect ends, you roll your Bardic Inspiration die as additional damage dice.This can be used as a reaction
(level 6) Gallant Flourish. You can roll one of your Bardic Inspiration die to cause the weapon to deal extra damage to the target you hit. The damage type is force and it equals the number you roll on the Bardic Inspiration die. Immediately after you deal this extra damage you can teleport a number of feet equal to your walking speed and make an additional attack as part of the same action. If the original target's next attack is against someone other than you, your ally gains a bonus to their AC equal to the roll of your Bardic Inspiration die.This can be used as a reaction
(level 9) Bombastic Flourish. You can roll four of your Bardic Inspiration die to cause the weapon to deal extra fire damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also grant an additional Bardic Inspiration dice to one allied creature (even if they already have one they gain another) thats within 30 feet of the target. For the next minute at the end of the original targeted creatures turn they must make a Charisma saving throw against your Spell Save DC, on a failed save they take full damage of your previous Bardic Inspiration dice rolls for this effect or half as much on a successful save.This cannot be used in succession
(level 9) Dynamic Flourish. You can roll up to four of your Bardic Inspiration die to cause the weapon to deal extra damage to the target you hit. The damage type is thunder or lightning damage (your choice) and it equals the number you roll on the Bardic Inspiration die. If you successfully hit the target with this Blade Flourish the next attacks of you an ally within 30 feet of you deal extra thunder or lighting damage (depending on what you previously chose) equal to the damage dealt from this Blade Flourish until the end of your next turn. This cannot be used in succession
(Level 14) Astonishing Flourish. You can roll five of your Bardic Inspiration die to cause the weapon to deal extra damage to the target you hit. The damage type is any type of your choice and it equals the number you roll on the Bardic Inspiration dice. After taking this extra damage the target creature must make Charisma save (DC equals 10 + your proficiency bonus + your Charisma modifier) on a failed save the creature becomes awed by the spectacle you just performed it immediately falls to it knees, it's movement speed drops to zero and it loses its next turn ( Even if the target is damaged after this effect takes place it still loses its turn due to the shocking spectacle it witnessed) and on a successful save it takes half of the damage caused by your Bardic Inspiration dice roll as physic damage. This cannot be used in succession
Symphony of Swords
An Astral version of one of your weapons that you are proficient with appears within 30 feet of you. This astral weapon cant be wielded like a real weapon or destroyed by any means and last for 1 minute. You can summon this weapon as an Action or Bonus Action.You can only summon this weapon a number of times equal to your proficiency bonus and you regain all uses after a long rest
The weapon creates floating musical notes springing from the blade (your choice on color and appearance) up to a range of 30 feet. Within this 30 feet every creature of your choice caught in the aura gains a dice thats equal to your current Bardic Inspiration dice whenever they enter or start there turn in the aura, the dice can be used for any attack roll or damage roll (all other rules of Bardic inspiration still apply). You also regain one spell slot which it's level is equal to the to the number of creatures that this ability effects (which includes yourself).
At level 14 you gain the ability to summon a second Astral weapon of the same type as the first within 30 feet of the other summon weapon or yourself. You can't summon it inside the field of the first and any enemy creature inside the auras have disadvantage on any d20 test for as long as their inside the auras range.
A Bards Bladesong
At 6 level after you use a Blade Flourish against a creature you can cast any of your spells as part of the same action. The spells level is equal to the number of Bardic Inspiration dice you rolled as a part of the Blade Flourish you used this turn. You can do this a number of times equal to your Charisma modifier and you regain all uses after a short or long rest. The movement speed granted by a use of you Blade Flourish increase to 20 feet
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Master's Flourish
Starting at 14th level, as a bonus action you can spend 1 of your Bardic inspiration die to roll that dice and regain a spell slot which level can not be higher than which your spell slots allow. You can do this as many times equal to your Charisma modifier. You regain all uses of this feature after a long rest. The damage from all your Blade Flourish options can now add your Charisma modifier to the extra damage you deal
Previous Versions
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