College of Melee (5e Subclass)
College of Melee[edit]
Bard Subclass
"The tabaxi weaved around the enemies blows before delivering a blistering series of strikes with his cestus striking to the tune of an ancient war song!" "The genasi practically danced with her war-fans as wave after wave of fire flows from her attacks!" " The gnome flows into an ancient war kata pumbling his enemies with a series of attacks indiscernable from dance!" If the College of Swords is a fighter/bard the College of Melee is a monk/bard. Utilizing ancient techniques and artistic katas demonstrating to the world why combat is called an art.
- Flowing Body
Starting at 3rd level, you can evade strikes using agile movement and elusive performance. While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
In addition, you can replace any verbal components or material components without cost in golden pieces by somatic components when casting bard spells.
Moreover, if you are able to move, you can add your Dexterity modifier to your Charisma (Performance) and (Intimidation) checks.
- Dance of Battle
At 3rd level, you can use your flourishes and fluid movements to strike with grace and precision. You can spend one use of your bardic inspiration and roll an inspiration die, to initiate a Dance of Battle. Until the end of your next turn, you gain the following benefits:
- You can use your Dexterity, instead of Strength, for your attack rolls with unarmed strikes and light melee weapons.
- You can roll your inspiration die (without spending it), instead of the normal damage of unarmed strikes and light melee weapons.
- You can use your bonus action to make an unarmed strike with a light weapon or unarmed strike.
- When you are hit by a melee attack, you can use a reaction and the number rolled on the inspiration die to your AC.
The dance of battle ends earlier if you become unable to move.
- Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
- Transcendent Fist
At 14th level, you gain the ability to weave magic into your magical battle dance. When you hit a creature with a melee weapon attack or a unarmed strike, you can spend a spell slot to cause additional 1d8 psychic damage, plus 1d8 per level of the spell slot spent.
In addition, when you start your Dance of Battle, it lasts for 1 minute or until you become unable to move.
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