Base Class: Fighter
The enigmatic Songblade marries the fighter's combat expertise with a bard's quick wit. Songblades make use of a bard's performing expertise, allowing a Songblade to perform well outside the area of either a fighter or a bard. They focus their study on illusion and enchantment, weaving intricate magic between swings of their humming strikes.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.
Cantrips
You learn two cantrips of your choice from the bard spell list. You learn an additional bard cantrip of your choice at 10th level.
Spell Slots
The Songblade Spellcasting table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell sleep and have a 1st-level and a 2nd-level spell slot available, you can cast sleep using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level bard spells of your choice, two of which you must choose from the illusion and enchantment spells on the bard spell list.
The Spells Known column of the Songblade Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be an illusion or enchantment spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots, and it must be an illusion or enchantment spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Charisma is your spellcasting ability for your bard spells, since you learn your spells through diligent practice and performance. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Songblade Spellcasting
|
Fighter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Humming Weapon
At 3rd level, you learn a ritualistic performance that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. Choose an instrument, you gain proficiency in the chosen instrument. The weapon must be held throughout the ritual, and at the end of the ritual transforms into your chosen instrument. The weapon can be used as a focus for your bard spells.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. If it is in the form of an instrument, it transforms back into a weapon when you summon it. You may also turn the weapon back into your chosen instrument as a bonus action.
You can only have one Humming Weapon. If you attempt to bond with a second weapon, you must first break the bond with your current Humming Weapon. The previous Humming Weapon transforms back into a normal weapon.
Your Humming Weapon steadily emits a Humming Melody while in combat that inspires you and your allies. Once per turn when you hit an enemy with your Humming weapon, you can affect either you or a creature within 30 feet with your Humming Melody. Once within the next minute, the creature can roll 1d4 and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Humming Melody die, but must decide before the DM says whether the roll succeeds or fails. Once the Humming Melody die is rolled, it is lost. A creature can have only one Humming Melody die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain one use of Humming Melody when you land a critical hit, and you regain all expended uses when you finish a long rest.
Your Humming Melody die changes when you reach certain levels in this class. The die becomes a d6 at 7th level, a d8 at 12th level, and a d10 at 16th level.
Harmonious Echo
Beginning at 7th level, you can use your grasp of illusion to slip away from threats even when otherwise impossible.
As a reaction to becoming the target of an attack, or being forced to make a Dexterity saving throw, you may throw up an illusory duplicate in an attempt to better escape the effect.
If you are the target of an attack, you can use Harmonious Echo to impose disadvantage on your attacker. If the attack misses, you may move up to your full movement as your Harmonious Echo distracts your attacker.
If you are subjected to a Dexterity saving throw, you can use Harmonious Echo to gain advantage on the save. If you succeed, you may move up to your full movement as the Harmonious Echo grants you an opening to escape.
In either event, this movement does not trigger attacks of opportunity.
You may use this ability a number of times equal to your Charisma modifier, with a minimum of one use. You regain all uses of this ability after a long rest.
Weaponized Vibrato
At 10th level, you learn how to make your weapon's melody increase your combat effectiveness. Once per turn when you hit a creature with a weapon attack, you can cause that attack to deal an extra 1d8 Thunder damage. A creature hit by this attack must make a Strength saving throw against your Songblade spell DC. On a failure they are knocked 10 feet away and prone. You can use this attack a number of times equal to your Charisma modifier, with a minimum of once. You regain all uses after a long rest.
Echoing Harmony
At 15th level, your Harmonious Echo increases in power. When Harmonious Echo causes an attack to miss, your Echo appears and makes a weapon attack against the creature that missed. The attack uses the same statistics as your Humming Weapon, but deals Thunder damage.
In addition, when your Harmonious Echo causes you to succeed on a Dexterity saving throw to take half damage, you instead take no damage as the Echo defends you.
Forever Song
Starting at 18th level, when you roll initiative and have no uses of Harmonious Echo remaining, you regain 1 use.
In addition, you regain a use whenever you land a critical hit.
Previous Versions
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