Fighter
Base Class: Fighter

Heartbreakers are warriors who have taken up bardic magic as a second weapon. They interweave deceptive magic and strong martial prowess to fight a battle on two fronts against enemies that fight only on one.

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 Heartbreaker 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 Silvery Barbs and have a 1st-level and a 2nd-level spell slot available, you can cast Silvery Barbs using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level bard spells of your choice.

The Spells Known column of the Heartbreaker Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be 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.

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.

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells, since your spells are dependent on your charms. 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

Heartbreaker 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

Advantageous Attack

At 3rd level, you can use your charms to gain the upper hand in battle. The first time on your turn that you hit a creature under the effect of one of your enchantment spells, you deal an additional die of weapon damage.

Additionally, you gain advantage on saving throws to avoid the charmed condition, if you did not already.

Glancing Spell

At 7th level, you learn to take advantage of your spells even when they fail. When a creature succeeds on the saving throw of an enchantment spell you cast on them, the next successful attack you make against them will still deal the extra die of damage from your Advantageous Attack ability.

Overwhelming Charm

At 10th level, your charm becomes so powerful that not even battle impedes it. Once per long rest when a creature must make a saving throw against an enchantment spell you cast and has advantage on the save, you can use your reaction to nullify that advantage.

Inescapable

At 15th level, your charms are so powerful that creatures have trouble escaping them. When a creature is under the effects of an enchantment spell you cast that allows the creature to make a saving throw to escape the spell if they take damage, they will have disadvantage on those saving throws.

Master Heartbreaker

At 18th level, you have mastered the battle of both body and heart. You are completely immune to the charmed condition, and now roll two bonus damage die from your Advantageous Attack ability.

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