Base Class: Bard
College of Glamour with with hexblade and bladesinger vibes
Dance of the Spinning Leaf (v3)
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
You can channel fey magic into your weapon strikes and use Charisma for attack and damage rolls made with weapons, instead of Strength or Dexterity. The weapons must lack the heavy or two-handed properties to gain this benefit.
Enthralling Performance
Starting at 3rd level, you can charge your performance with seductive, fey magic.
If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
If a target succeeds on its saving throw, the target has no hint that you tried to charm it.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Hex Warrior
Hex warrior is a licensed class feature, pretend this says "Dance of the spinning leaf" 🍃🍂🍁
Fighting Style
At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.
Blind Fighting
You have blindsight with a range of 10 ft. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, you can cast one of your cantrips in place of one of these attacks.
Mantle of Majesty
At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot.
Any creature charmed by you automatically fails its saving throw against the command you cast with this feature.
Once you use this feature, you can’t use it again until you finish a short rest.
Mind Over Matter
You can add your charisma modifier to your initiative rolls and saving throws.
While your Mantle of Majesty is active, your weapon attacks deal extra psychic damage equal to your charisma modifier, and you can force creatures hit by your weapon attacks to make a wisdom saving throw against your spell save DC or become charmed or frightened by you (your choice) until the end of your next turn. On a success they aren't charmed or frightened.
Previous Versions
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9/3/2022 8:31:08 AM
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