Fighter
Base Class: Fighter

The Troubadour warrior is a figther that uses bardic spells and battle prowess to inspire thier allies in combat

Troubadour Weapon Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

When attacking you can inspire your allies, as a bonus action after you take the attack action you can grant one ally a D4 Troubadour Warrior inspiration dice. 
Once withing the next turn in combat the ally can spend the inspiration dice to buff either their "To hit modifier" or deal extra damage on an attack. Use this feature a number of times equal to your proficiency bonus. Regain all uses on a long rest. 

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips

You learn two cantrips of your choice from the Bard spell list. You learn an additional bard cantrip of your choice at 10th level.

Spell Slots

The Troubadour warrior Spellcasting table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know three 1st-level bard spells of your choice

The Spells Known column of the Troubadour warrior Spellcasting table shows when you learn more bard spells of 1st level or higher.

Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells, since you learn your spells through study and memorization. You use your bard whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Magical Secret

By 7th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose one spell from any class. A spell you choose must be of a level you can cast, as shown on the Troubadour warrior table, or a cantrip.

The chosen spells count as Troubadour warrior spells for you and are included in the number in the Spells Known column of the Troubadour warrior table.

You learn one additional spells from any class at 14th level

Distraction

At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

You can make the disadvantage apply to all spells, including your allies spells. 
Use this ability the number of times equal to your charisma modifier.

You regain all of your exended uses on a long rest.

 

The Battlesong Maneuver

At 15th level you gain the ability to inspire your allies and scare your foes. As part of your first attack in a combat encounter you let your bardic weapon loose.

Every ally gets one Troubadour warrior inspiration dice and every enemy that can see or hear the display gain the same dice, but it will detract from the first attack roll made. 

Inspiring Surge

Starting at 18th level, when you use your Action Surge feature, you can choose two creatures within 60 feet of you that is allied with you. That creatures can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.

 

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