Base Class: Bard
College is a joke rich people are too stupid to get. You learned the harsh truths of life by experiencing it on the sea and at the end of a blade. Your talent for navigating social situations is matched by your talent for navigating the battlefield, but only a fool would mistake you for some common minstrel, or play-actor. You've taken performance to its heights, into the realm of failure and death being synonymous. And you will not sing of the deeds of others, you will inspire others to sing of your deeds. You value loyalty above any treasure, but far above loyalty, you hold freedom.
Martial Training
You gain proficiency with Swords and training with Medium armor and Shields.
In addition, you can use a Simple or Martial weapon as a Spellcasting Focus to cast spells from your Bard spell list.
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.
Dueling
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
Two-Weapon Fighting. When you engage in two‘ weapon fighting, you can add your ability modifier to the damage ofthe second attack.
Blade Mastery
Your connection to memories of warriors past allows you to use the mastery properties of two kinds of Simple or Martial Swords of your choice, such as Daggers and Rapiers. Whenever you finish a Long Rest, you can change the memories you are currently drawing on and change those weapon choices.
Level 3: Hollow Flourish
At 3rd level, you learn to utilize the memories of warriors past in combat. Choose 3 Hollow Flourish Options at level 3. You may choose one additional Hollow Flourish at Levels 6, 10, and 14. Each time you learn a new Hollow Flourish you may trade one of your existing Hollow Flourishes.
Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Hollow Flourish options of your choice. You can use only one Hollow Flourish option per turn.
Defensive Hollow. You can expend one use of your Memory Hollow to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Memory Hollow die. You also add the number rolled to your AC until the start of your next turn.
Slashing Hollow. You can expend one use of your Memory Hollow to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Memory Hollow die.
Mobile Hollow. You can expend one use of your Memory Hollow to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Memory Hollow die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
Disarming Hollow. You can expend one use of your Memory Hollow to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Memory Hollow die. The Target must succeed on a Strength Saving throw or else drop one object of your choice that it's holding, with the object landing in a space adjacent to the target of your choice. The saving throw DC equals 8+Profieciency+the number you roll on the Memory Hollow die.
Menacing Hollow. You can expend one use of your Memory Hollow to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Memory Hollow die. The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn. The Saving Throw DC equals 8+Proficiency+the number rolled on the Memory Hollow die.
Captain's Hollow. You can expend one use of your Memory Hollow to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Memory Hollow die. Choose a willing creature who can see or hear. That creature can use its Reaction to move up to half its Speed without provoking Opportunity Attacks from the target of your attack.
Corsair's Riposte. When a creature misses you with a melee attack roll, you can take a Reaction and expend one use of your Memory Hollow to cast the Vicious Mockery cantrip targeting the creature that attacked you.
Captain's Hollow
You can expend one use of your Memory Hollow to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Memory Hollow die. Choose a willing creature who can see or hear. That creature can use its Reaction to move up to half its Speed without provoking Opportunity Attacks from the target of your attack.
Corsair's Riposte
When a creature misses you with a melee attack roll, you can take a Reaction and expend one use of your Memory Hollow to cast the Vicious Mockery cantrip targeting the creature that attacked you, adding the number rolled on your Memory Hollow die to the damage if the target fails its saving throw.
Defensive Hollow
You can expend one use of your Memory Hollow to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Memory Hollow die. You also add the number rolled to your AC until the start of your next turn.
Disarming Hollow
You can expend one use of your Memory Hollow to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Memory Hollow die. The Target must succeed on a Strength Saving throw or else drop one object of your choice that it's holding, with the object landing in a space adjacent to the target of your choice. The saving throw DC equals 8+Profieciency+the number you roll on the Memory Hollow die.
Menacing Hollow
You can expend one use of your Memory Hollow to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Memory Hollow die. The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn. The Saving Throw DC equals 8+Proficiency+the number rolled on the Memory Hollow die.
Mobile Hollow
You can expend one use of your Memory Hollow to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Memory Hollow die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
Slashing Hollow
You can expend one use of your Memory Hollow to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Memory Hollow die.
Extra Attack/Corsair's Tongue
Extra Attack: Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Corsair's Tongue: In addition, you know the Divine Favor spell and can cast it a number of times equal to your Charisma Modifier in place of one of those attacks. When you do so the extra damage from the spell is Psychic damage. You can not otherwise cast this spell.
Combat Cruelty
Starting at 14th level, whenever you use a Hollow Flourish option, you can cast Vicious Mockery as a Bonus Action.







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