Base Class: Bard
Dance of Enchanted Steel
3rd-level College of the Dancing Sword feature
Your mastery of arcane artistry and bladework grants you access to spells that enhance your combat performance. You can learn the spells listed below. These spells count as bard spells for you as well as giving you proficiency in martial weapons.
Green Flame blade, Ensnaring Strike, Thunderous Smite, Blinding Smite, Staggering Smite, Banishing Smite, Steel Wind Strike.
Arcane Strikes
3rd-level College of the Dancing Sword feature
You learn to channel your magical power directly into your weapon strikes, turning your attacks into a dazzling display of arcane energy. When you take the Attack action, you can expend a Bardic Inspiration die to enhance a melee weapon attack with the effects of a spell, such as Ensnaring Smite or Thunderous Smite. The spell must be of a level you can cast and you can use this feature a number of times per long rest equal to your proficiency bonus while using the required spell slots and components required for the spell.
Your Charisma modifier is used for any spell attack rolls or saving throws associated with the effect. This feature transforms your blade into an extension of your magical performance, merging swordplay and spell craft into one fluid motion.
Graceful Flurry
6rd-level College of the Dancing Sword feature
At 6th level, your rhythmic mastery of combat allows you to enhance your combat prowess. As a reaction you can expend a bardic inspiration die in response to being hit by attack to quicken your movements and gain a bonus to your AC equal to the roll made on the dice until the start of your next turn, then you may move up to half your movement without provoking opportunity attacks.
Symphony of Steel
At 14th level, you perfect the synergy of magic and swordplay. Whenever you cast a bard spell of 1st level or higher on your turn, you can make one weapon attack as part of the same action.
Additionally, you can choose to have any spell cast through Arcane Strikes affect all creatures within 5 feet of the original target. A creature affected in this way must make a separate saving throw against your spell save DC or suffer the secondary effects of the spell.







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