Bard
Base Class: Bard

The College of the Musketeers is a prestigious institution dedicated to the fusion of artistry and martial prowess. Originating from a time when bards sought to prove their worth on the battlefield as well as on the stage, this college celebrates the legendary heroes who fought with both blade and song.

The tradition of the Musketeers dates back to an age of chivalry and courtly intrigue, where skilled swordsmen were also the poets and minstrels of their time. These bards were known not just for their gallantry in combat, but also for their ability to inspire their comrades and sway the hearts of those who heard their tales. They traveled the lands, performing in noble courts and bustling taverns, always ready to defend the weak and uphold justice. Musketeers are trained in the fine art of dueling, emphasizing agility, precision, and flair. They learn to turn their combat encounters into performances, where every thrust and parry is part of a larger narrative. Their exploits are chronicled in epic ballads and rousing anthems, immortalizing their deeds and inspiring future generations.

Joining the College of the Musketeers means embracing a life of adventure and honor. It is a calling to lead by example, to blend the beauty of the arts with the rigor of combat, and to stand as a beacon of courage and charisma. These bards are often seen as the epitome of heroism, captivating audiences with their stories and rallying their allies with their unwavering spirit.

As a member of this storied college, you become part of a brotherhood that values loyalty, bravery, and the enduring power of music and storytelling. Whether you find yourself in the heat of battle or at the center of a grand celebration, you carry with you the legacy of the Musketeers, ever ready to defend the ideals of justice and inspire those around you.

Bonus Proficiencies

When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.

If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.

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.

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.

En Garde!

At 3rd level, you can challenge an opponent to single combat. When you hit a creature with a melee weapon attack, you can expend one use of your Bardic Inspiration to issue a challenge. The creature must make a Wisdom saving throw against your spell save DC.

On a failed save, the creature has disadvantage on attack rolls against targets other than you, and you gain advantage on attack rolls against that creature until the start of your next turn. This challenge embodies the honorable and daring nature of a musketeer, drawing your opponent's focus entirely upon you.

Swift Retort

At 3rd level, your sharp mind and quick reactions become invaluable assets to your allies. Your ability to think on your feet allows you to provide immediate support in moments of crisis.
When an ally within 30 feet of you who can see or hear you is required to make an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to grant them advantage on the saving throw.
Once you use this feature, you can't use it again until you finish a short or long rest.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Musketeer's Flourish

Starting at 6th level, your skill with both blade and firearm is unparalleled. When you take the Attack action, you can choose one of the following options:

  • Sword and Shot: You can expend the use of a bardic inspiration Die and make one melee weapon attack with a rapier and one ranged weapon attack with a musket or pistol as part of the same action. The ranged attack does not provoke opportunity attacks.

  • Disarming Strike: When you hit a creature with a melee weapon attack, you can expend one use of your Bardic Inspiration to attempt to disarm the target, forcing it to drop one item of your choice that it is holding. The target must make a Strength saving throw against your spell save DC. On a failed save, it drops the object you choose. The object lands at its feet.

All For One And One For All

In Combat:

Your bond with your allies strengthens your resolve and coordination in battle. As an action,  For the next minute, you and friendly creatures within 30 feet of you are infused with mutual support and determination. Whenever a creature affected by this feature makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the result. Additionally, whenever a creature affected by this feature takes damage, they can use their reaction to reduce the damage by an amount equal to your Bard level + your Charisma modifier.

Outside of Combat:

Outside of combat, your camaraderie fosters unity and cooperation among your allies. You can spend time aside stringing a tune, instilling them with confidence and determination. For the next hour, all friendly creatures within 30 feet of you gain advantage on ability checks and saving throws related to social interactions, negotiation, or teamwork. Additionally, they gain temporary hit points equal to your Bard level + your Charisma modifier.

this cannot be used again until a long rest, and if one has already been used the other cannot be used until a long rest