Warchanters blend music or dance with martial skill. Often some of the first into the fray, a warchanter’s performance riles up their fellow warriors and allows them to fight as well as most warriors. Some warchanters are boisterous glory-seekers while others are delicate artists on the battlefield.
Level 1
Warchanter: Extra Spells Known
When you reach certain levels as a bard, you gain the ability to cast higher level spells. When you do, you learn these additional spells. They do not count against the number of bard spells you know.
Warchanter: Martial Training
As a warchanter, you are proficient in medium armor and martial weapons.
Level 3
| Bard Level | Extra Spells |
|---|---|
| 1 | Bless |
| 3 | Magic Weapon |
| 5 | Bloodlust |
| 7 | Guardian of Faith |
| 9 | Phantom Carnage |
Warchanter: Bladesinger
While in combat, your weapons play a part in your bardic performances. You can use charisma instead of strength or dexterity as your ability score for attack and damage rolls with weapons.
Warchanter: Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take the same Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged and thrown weapons.
Defense
While you are wearing armor, you gain a +1 bonus to Armor Class.
Mounted Combat
When you are mounted on a creature, you fight as one. You gain the following benefits, unless you are incapacitated:
- The mount cannot take damage.
- All attacks against the mount target the rider instead, using the rider’s Armor Class.
- If the mount would otherwise take damage from something that doesn’t target the rider, the rider takes the damage instead.
- The mount can otherwise be affected by terrain, spells, and abilities normally.
- See Mounts for general mounted rules.
Protection
Reaction – 1 Ally (5 ft.)
When a creature hits one of your allies with an attack and that ally is within 5 ft. of you, you can force the attacker to reroll the attack, targeting you instead. You must be holding a shield or melee weapon to use this ability.
Single Weapon Fighting
When you are wielding a single one or two-handed melee weapon and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting
When you make an attack with an off-hand weapon, you do not suffer disadvantage on the attack roll. As normal, your off-hand weapon must be Light.
Warchanter: Warchant
Your sing a song of battle or let out a war cry that empowers one of your allies to become a juggernaut of destruction.
Bonus Action – 1 Ally (60 ft.) – 1 Round – Magical
You expend a use of Bardic Inspiration to use this ability. This ability ends early if you use it again or become incapacitated.
- Your chosen ally adds your bardic inspiration die to all weapon attack and damage rolls.*
Level 6
*This feature improves at level 10, at which point it adds double your bardic inspiration die to the target’s damage rolls. The bonus to attack rolls remains the same.
Warchanter: Extra Attack (2 Attacks)
You can attack twice, instead of once, whenever you take the Attack action on your turn. If you are dual-wielding, your off-hand attack brings you to a total of three attacks.
Level 10
Warchanter: Greater Warchant
Your Warchant feature improves. You now roll your bardic inspiration die twice and add both to the target’s damage rolls. The bonus to attack rolls remains the same.
Level 14
Warchanter: Herald of Glory
No Action Cost – Self – Magical
When you use Warchant, you can target yourself in addition to your chosen creature, granting both of you the benefits. You gain the benefit for your current turn, after which the effect ends for you.