Base Class: Bard
Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.
Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks.
Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.
Update log
- I made some Language changes but i mostly copy/pasted the original and I apologize in advance for any odd text, misspellings, etc.
- Since Bards lost Rapier training in 2024 and this is College of "Swords", Martial Training now also gives proficiency in Longswords, Scimitars, Shortswords and Rapiers
- Martial Training also grants ONE Weapon Mastery, or 2 Masteries if you select light weapons only. (could not be fully implemented)
- Interception, Protection and Thrown Weapon Fighting added as a Fighting Style option, and the fighting style can be changed on a level up.
- Slashing Flourish removed because Sweeping Attack is a selectable option at level 6.
- The distance the target is pushed by Mobile Flourish has been changed from 5 times your Charisma Modifier, so theirs no variance or rounding.
- Bladesinger's Extra Attack was NOT granted at level 6, to add a bit of differentiation between College of Swords and College of Valor. Instead, College of Swords gets 2 Manuvers from the Battle Master subclass (Fully implemented, you don't need to add them yourself)
- Even though Pushing Attack fits having "Attack" in the name, it was not added as an option for the level 6 feature Flourishing Maneuvers, because you already have Mobile Flourish which is the same thing with more features.
Martial Training
Your time spent studying the blade has granted you the following benefits:
Weapon and Armor Training. You gain Medium Armor training, and proficiency with the Longsword, Rapier, Scimitar, and Shortsword.
Bardic Knight. Simple or Martial melee weapons with which you have proficiency, can be used as a Spellcasting Focus for your Bard spells.
Weapon Mastery. You gain the mastery property of one Simple or Martial melee weapon with which you have proficiency. If the weapon you choose has the Light property, you may choose one additional mastery for a diffrent Simple or Martial melee weapon that also has the Light property and that you have proficiency with. Additionally, whenever you finish a Long Rest, you can practice weapon drills and change your weapon choices.
Designer's Note:
Because of the stupid way that dndbeyond is set up, in order for me to make it so that there is only 1 mastery option until you choose a light weapon, I would have to add EVERY SINGLE light weapon mastery as individual choices under EVERY SINGLE other light weapon mastery and I just don't feel like it... It was already a pain adding all 36 masteries manually.
So this gives the option for 2 masteries but you should only pick 1, unless you select two light weapons. I also cant make it so that it only displays the masteries for weapons you are proficient with.
The chosen masteries also will not show up in the "Actions" section of your character sheet like they are supposed to, this is becuase I did not add an action description for them...
It was already a pain to add the masteries in the first place, please understand.... lol
They really need to add a generic "Grants Weapon Masteries" option.... Im but one girl, and there are 36 weapons (Not counting Firearms)... ;_;
- No Mastery - (so that the stupid notification goes away.)
This is just here for if you choose a non light weapon and want to get rid of the stupid blue "!" telling you to make another selection.
Battleaxe (Topple)
Topple. If you hit a creature with a Battleaxe, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Blowgun (Vex)
Vex. If you hit a creature with a Blowgun and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Club (Slow)
Slow. If you hit a creature with a Club and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Dagger (Nick)
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Dart (Vex)
Vex. If you hit a creature with a Dart and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Flail (Sap)
Sap. If you hit a creature with a Flail, that creature has Disadvantage on its next attack roll before the start of your next turn.
Glaive (Graze)
Graze. If your attack roll with a Glaive misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the Glaive, and the damage can be increased only by increasing the ability modifier.
Greataxe (Cleave)
Cleave. If you hit a creature with a melee attack roll using a Greataxe, you can make a melee attack roll with the Greataxe against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the Greataxe’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Greatclub (Push)
Push. If you hit a creature with Greatclub, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Greatsword (Graze)
Graze. If your attack roll with a Greatsword misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the Greatsword, and the damage can be increased only by increasing the ability modifier.
Halberd (Cleave)
Cleave. If you hit a creature with a melee attack roll using a Halberd, you can make a melee attack roll with the Halberd against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the Halberd’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Hand Crossbow (Vex)
Vex. If you hit a creature with a Hand Crossbow and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Handaxe (Vex)
Vex. If you hit a creature with a Hand Crossbow and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Heavy Crossbow (Push)
Push. If you hit a creature with Heavy Crossbow, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Javelin (Slow)
Slow. If you hit a creature with a Javelin and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Lance (Topple)
Topple. If you hit a creature with a Lance, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Light Crossbow (Slow)
Slow. If you hit a creature with a Light Crossbow and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Light Hammer (Nick)
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Longbow (Slow)
Slow. If you hit a creature with a Longbow and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Longsword (Sap)
Sap. If you hit a creature with a Longsword, that creature has Disadvantage on its next attack roll before the start of your next turn.
Mace (Sap)
Sap. If you hit a creature with a Mace, that creature has Disadvantage on its next attack roll before the start of your next turn.
Maul (Topple)
Topple. If you hit a creature with a Maul, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Morningstar (Sap)
Sap. If you hit a creature with a Morningstar, that creature has Disadvantage on its next attack roll before the start of your next turn.
Pike (Push)
Push. If you hit a creature with Pike, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Quarterstaff (Topple)
Topple. If you hit a creature with a Quarterstaff, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Rapier (Vex)
Vex. If you hit a creature with a Rapier and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Scimitar (Nick)
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Shortbow (Vex)
Vex. If you hit a creature with a Shortbow and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Shortsword (Vex)
Vex. If you hit a creature with a Shortsword and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Sickle (Nick)
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Sling (Slow)
Slow. If you hit a creature with a Sling and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Spear (Sap)
Sap. If you hit a creature with a Spear, that creature has Disadvantage on its next attack roll before the start of your next turn.
Trident (Topple)
Topple. If you hit a creature with a Trident, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
War Pick (Sap)
Sap. If you hit a creature with a War Pick, that creature has Disadvantage on its next attack roll before the start of your next turn.
Warhammer (Push)
Push. If you hit a creature with Warhammer, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Whip (Slow)
Slow. If you hit a creature with a Whip and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Fighting Style
You can select one of the Fighting Style feats of your choice from the following options: Dueling, Interception, Protection, Thrown Weapon Fighting or Two Weapon Fighting.
Whenever you gain a level in this class, you can exchange your selection for another option. You can’t take a Fighting Style option more than once.
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.
Interception
When a creature you can see hits another creature within 5 feet of you with an attack roll, you can take a Reaction to reduce the damage dealt to the target by 1d10 plus your Proficiency Bonus. You must be holding a Shield or a Simple or Martial weapon to use this Reaction.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can take a Reaction to interpose your Shield if you're holding one. You impose Disadvantage on the triggering attack roll and all other attack rolls against the target until the start of your next turn if you remain within 5 feet of the target.
Thrown Weapon Fighting
When you hit with a ranged attack roll using a weapon that has the Thrown property, you gain a +2 bonus to the damage roll.
Two Weapon Fighting
When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage.
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.
In addition, when you hit a target with a weapon attack you can use one of the following Blade Flourish options:
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.
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 then push the target up to a number of feet equal to 5 times your Charisma Modifier. You can then immediately take a Reaction to move up to your Speed to an unoccupied space within 5 feet of the target.
You can use only one Blade Flourish option per turn.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Flourishing Maneuvers
Also at 6th level your ability to weave practiced swordplay with the rhythm of your bardic performances grants you the following features:
Martial Flourishes. When you gain this feature, choose two Maneuvers from the Battle Master fighter’s maneuver options in the Player's Handbook. The maneuvers must be ones witch features "Attack" in its name.
Bardic Maneuvers. The chosen maneuvers count as Blade Flourish options for you, and anywhere the Maneuver mentions "Superiority Die" is treated as saying "Bardic Inspiration Die", this includes expending them to use the maneuver. Additionally if a maneuver requires a saving throw, the Save DC is equal to 8 + Your Proficiency Bonus + Your Strength, Dexterity or Charisma modifier (your choice).
When you level up in this class you can replace one maneuver you know from this feature with another maneuver from the Battle Master fighter’s maneuver options, following the same restrictions mentioned above.
Disarming Attack
When you hit a creature with an attack roll, you can expend one Bardic Inspiration Die to attempt to disarm the target. Add the Bardic Inspiration Die roll to the attack’s damage roll. The target must succeed on a Strength saving throw or drop one object of your choice that it’s holding, with the object landing in its space.
Feinting Attack
As a Bonus Action, you can expend one Bardic Inspiration Die to feint, choosing one creature within 5 feet of yourself as your target. You have Advantage on your next attack roll against that target this turn. If that attack hits, add the Bardic Inspiration Die to the attack’s damage roll.
Goading Attack
When you hit a creature with an attack roll, you can expend one Bardic Inspiration Die and add the die to the attack’s damage roll. The target must succeed on a Wis. saving throw or have Disadvantage on attack rolls against targets other than you until the end of your next turn.
Lunging Attack
As a Bonus Action, you can expend one Bardic Inspiration Die and take the Dash action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the Bardic Inspiration Die to the attack’s damage roll.
Maneuvering Attack
When you hit a creature with an attack roll, you can expend one Bardic Inspiration Die to maneuver one of your comrades into another position. Add the Bardic Inspiration Die roll to the attack’s damage roll, and choose a willing creature who can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking an Opportunity Attack from the target of your attack.
Menacing Attack
When you hit a creature with an attack roll, you can expend one Bardic Inspiration Die to attempt to frighten the target. Add the Bardic Inspiration Die to the attack’s damage roll. The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.
Precision Attack
When you miss with an attack roll, you can expend one Superiority Die, roll that die, and add it to the attack roll, potentially causing the attack to hit.
Sweeping Attack
When you hit a creature with a melee attack roll using a weapon or an Unarmed Strike, you can expend one Bardic Inspiration Die to attempt to damage another creature. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your Bardic Inspiration Die. The damage is of the same type dealt by the original attack.
Trip Attack
When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die and add the die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or have the Prone condition.
Master’s Flourish
Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.
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