Bard
Base Class: Bard

The rare art of Bladesinging manifests in the allied Arcane Tradition and Bardic College. While it’s vanishingly rare for a single individual to master both disciples, it is rumored that some of the most revered heroes of Elven legend have been among them. The polished performance of sword and spell blend into a single experience of the lethal art of Bladesinging that few foes live to describe. Members of the College are inspirational leaders of rare capability and performers sought by the most discriminating elven court. 

Performance Enhancement

When you join the College of Bladesinging at 3rd level, you gain proficiency in Performance if you do not have it already. If you do, you gain expertise.

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.

Blade Flourish

At 3rd level, you learn to perform impressive displays of martial prowess and speed.

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 Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.

Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.

Flurry of Flourishes You can expend one use of your Bardic Inspiration to cause extra damage when you hit a creature with a melee weapon before the start of your next turn. The damage equals the number you roll on the Bardic Inspiration die plus Cha bonus.

Mobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration 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.

Casting Flourish. You can expend one of your inspiration dice to cast a spell as a bonus action. The spell must have a casting time of 1 action or less.

Inspiring Leadership

At 6th level you receive a number of additional inspiration dice equal to your proficiency bonus. In addition, you receive a replacement inspiration die when defeating an opponent in a single turn or other inspiring feat at the discretion of the DM. At no point can you have more inspiration dice than Cha modifier (min 1) plus proficiency bonus.

Source of Inspiration

At 14th level your actions are so inspiring that you may roll a d6 and use it instead of expending a Bardic Inspiration die for Flourishes used in melee weapon attacks, though an Inspiration die may still be used as well and the roll added to the effect. Use of Casting Flourish always requires an inspiration die, if the spell causes damage it causes an additional d6 of psychic damage as your flawless integration of sword and spell in a single rhythm damages the morale of the target.

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