Base Class: Bard
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
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:
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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.
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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