Singing Sword (5A)
|Starfox's 5th Edition Fan Page|
- This is a work in progress.
This is an original Bard college for 5A. A similar subclass for clerics is the Relic Weapon.
A singing sword is a bard that can take the form of a weapon, usually a sword. Whether the singing sword was originally a humanoid cursed to take on the form of a weapon, or an intelligent weapon that learned to take the form of a humanoid matters little. A singing sword's powers derive from the magic that made them, fate, or devotion to a person or cause.
The singing sword is likely to play second fiddle to the other characters. While some players may appreciate this play-style, it is also suitable to NPCs. Either can be used to make a full character out of what is normally just a helpful accessory, the singing sword is a powerful and interesting way to spice up an intelligent weapon and a way to introduce an NPC bard to a group without having to constantly care for a NPC in play.
This is an archetype for a character that assumes the shape of a weapon to support her companions. This can be a creative solution for occasional players, who can only join the game now and then, providing an explanation for what the character does when the player is not around.
|3||Booming Blade, Green-flame Blade|
|3||Shield of Faith, Protection from Evil and Good|
|3||Magic Weapon, Warding Bond|
|5||Counterspell, Elemental Weapon|
|7||Death Ward, Freedom of Movement|
|9||Dispel Evil and Good, Holy Weapon|
The singing sword has all normal class features of the bard class, plus the ones noted.
At 3rd level when you choose this college you select a type of weapon. This is usually a type of sword, but can be any type of weapon. You can assume the form of the chosen weapon as a reaction.
In Weapon Form
- You can perceive (including the Search action), speak, and spend a bonus action to resume your normal form but cannot move or take any other actions. See Wielded Weapon below for how you can overcome this limitation.
- You can be attacked and be targeted by spells as if you were a creature but you are immune to area effects.
- You are immune to poison damage, exhaustion, and the poisoned condition.
- You are a magic weapon.
- If killed or rendered unconscious you revert to your humanoid form.
- You do not age, eat, breathe, sleep, or execrate.
- You retain your own ability scores, but your physical attributes are limited to the following effects:
- Strength: Add half your Strength modifier (rounded down) to damage when you are used as a weapon.
- Constitution: You keep your normal Hit Points. You have an Armor Class of 16 plus your Constitution modifier plus your Proficency Bonus.
- Dexterity: Add half your Dexterity modifier (rounded down) to attack rolls when you are used as a weapon.
At 3rd level, when using the Singing Weapon ability and wielded by a willing creature, you can take any action you wish, but you cannot move—only your wielder can move, carrying you along. If you take the Attack action, your wielder performs the attack using your weapon form, you are giving them an attack. When you take the Cast a Spell action you can satisfy the verbal and material components of the spell but your wielder must perform the somatic components using the hand they are holding you. In both cases the wielder must be able and willing, but need not spend any action. You can apply potions and effects with a range of touch to yourself or your wielder, but not to other creatures, even ones you touch.
When wielder takes damage or is otherwise disturbed you may lose your concentration.
Starting at 3rd level, you can use a Bardic performance die to create a bond with another creature. You forge a bond with a willing creature you touch, becoming partners. You cast Warding Bond on them without expending a spell slot and use the Singing Weapon feature to assume your weapon form in their hand. Any existing bond is automatically broken if a new bond is made. The bond can also be broken as if it was a curse. It is otherwise permanent. Until the bond is broken each of you can sense the partner's mood, health, and the approximate distance and direction between you. When in weapon form and wielded by a bonded partner, you can cast a spell with a range of self on the partner.
If you have an existing bond with someone from an earlier use of this feature, you can use this ability at any range to assume your weapon form and teleport into the hand of your bonded partner.
Starting at 6th level, you can unite with and manifest the abilities of other weapons. As an action when in your normal form, you can bond with a weapon. This bond lasts as long as you carry the bonded weapon. You cannot bond with an intelligent weapon or another singing sword or relic weapon. To be bonded with a weapon that requires attunement, you must be attuned to that weapon. If you cease to be attuned, the bond breaks. You can bond with a number of weapons equal to your Proficency Bonus. If you exceed this number, you must spend an action to break an existing bond before you can create a new one.
When you assume weapon form, the bonded weapons become part of your form and you are still assumed to be carrying them. You can now use a bonus action to assume the form, weapon type, and powers of a bonded weapon, becoming this weapon. You keep all abilities from the Singing Weapon and Wielded Weapon features. If the weapon is magical you gain the magical abilities of that weapon. If you are attuned to the weapon whose form you assume, both you and your wielder can use all abilities of that weapon, as if you were both attuned to it.
Army of Song
Starting at 14th level, you can use a Bardic Performance die to imbue the weapons of allies with some of your power. As an action you enhance the weapons of all allies within 100 feet for one minute. Add half your Strength modifier (rounded down) to damage and half your Dexterity modifier (rounded down) to attack rolls with these weapons. The weapons become magical for the duration. If you are in your weapon form, the bonuses for wielding you increases while Army of Song lasts, add your full Strength modifier to damage and your full Dexterity modifier to attack rolls.