Base Class: Fighter
Taleblades are the masters of combat who draw their strength not only from their physical prowess but also from the ancient art of storytelling. These warriors have honed their skills to blend the charisma of a bard with the deadly precision of a fighter, becoming living legends on the battlefield.
Harnessing the power of legendary tales and folklore, Taleblades inspire their allies and strike fear into their enemies with their mesmerizing narratives and graceful combat techniques. With each swing of their weapon, they recount the heroic deeds of the past, empowering themselves and those around them to achieve feats beyond imagination.
Legendary Presence
Starting at 3rd level, you can use your Charisma modifier, instead of Strength or Dexterity, for attack and damage rolls with finesse weapons. Additionally, you gain proficiency in the Performance and Persuasion skills if you don't already have them.
Inspiring Tale
Also at 3rd level, you can use your Bardic Inspiration feature to grant temporary hit points to yourself and a number of allies equal to your Charisma modifier (minimum of 1). These temporary hit points last until the start of your next turn. The amount of temporary hit points received is equal to the number rolled on the Bardic Inspiration + Charisma Modifier.
Bardic Valor
At 7th level, as a bonus action, you can expend one use of your Bardic Inspiration to grant yourself and a number of willing creatures (including yourself) within 30 feet of you a bonus to their next weapon damage roll equal to your Charisma modifier. Additionally, each affected creature gains temporary hit points equal to your fighter level plus your Charisma modifier. Once you use this feature, you can't use it again until you finish a short or long rest.
Evasive Myth
Upon reaching 10th level, you can add your Charisma modifier to your Armor Class while you are not wearing heavy armor. This bonus applies only while you are conscious.
Taleweaver's Anthem
Beginning at 15th level, you can cast the heroes' feast spell without expending a spell slot. Once you use this feature, you can't use it again until you finish a long rest. The feast takes 1 hour to consume and provides several benefits to those who partake, as described in the spell description.
Legendary Lorekeeper
At 18th level, you can cast the freedom of movement spell on yourself and a number of allies equal to your Charisma modifier (minimum of 1) without expending a spell slot. Additionally, your weapon attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Once you use this feature, you can't use it again until you finish a long rest.
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