Base Class: Bard
Bards of the College of Arcane Fencing are often called red mages, and they entertain through daring feats of weapon prowess and spell casting. Red mages perform acrobatic stunts of mock combat and spell craft. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right. Their talent with weapons and spells inspires many red mages to lead double lives. One red mage might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other red mages strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a red mage’s talent for the excitement it adds to a performance, but few entertainers fully trust a red mage in their ranks.
Bonus Proficiencies
When you join the College of Arcane Fencing 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.
Spell Fencing
At 3rd level, you learn to perform impressive displays of martial prowess and arcane ability. You learn the jolt cantrip. Additionally, you learn the following Spell Fencing abilities:
Acceleration
You can expend one use of your Bardic Inspiration to increase your movement speed by 10 feet until the start of your next turn.
Moulinet
You can expend one use of your Bardic Inspiration as an action on your turn to make a special weapon attack. Make two weapon attacks against an enemy creature or creatures. Should they hit, the weapon attacks deals extra damage equal to your Charisma modifier. This does not count as taking the attack action.
Redoublement
You can expend one use of your Bardic Inspiration to make a weapon attack as a bonus action on your turn. The weapon attack deals extra damage equal to the number you roll on the Bardic Inspiration die.
Scater
When you take the attack action on your turn, you can expend one use of your Bardic Inspiration to cast your Jolt cantrip as a bonus action.
Arcane Bounding
Starting at 6th level, you learn to teleport in to and out of combat a number of times equal to your Charisma modifier. You may expend one use of this feature to activate one of the following effects:
Displacement
Whenever you take the attack action or use your action to cast a cantrip on your turn, you can immediately teleport to an unoccupied space within 30 feet using your reaction.
You regain all expended uses of this feature when you finish a long rest.
Spell Fencing Mastery
Starting at 14th level, if you kill a creature or score a critical hit with a weapon attack or with your jolt cantrip, you regain one bardic inspiration die.