Hello, and I am on a mission: to homebrew the Dashing swordman class back into DND 5th edition! this will replace your college slot, but i'm sure the buffs will make up for it!
The college of dramatics was founded by Julio Scoundrél after his long overdue vacation to the Outer Planes. why did he open the college? to make more interesting storylines and for more puns!
Like the dashing swordsman percentage class, the Bard college of Dramatics will teach you to harness your natural charm to turn you into a real bonafide wisecracking, swashbuckling, damsel-saving action hero!
Requirements recommended: at least +1 bonuses in strength and charisma and proficiencies in performance and acrobatics
Enough background info, time for the stats!
Bonus proficiencies: you may add the proficiencies of 2 of your choice.
Proficiencies of puns: Tell a pun/quip/joke! every time you do so in battle during your turn during an attack, you may replace your strength modifier with a charisma modifier! at level 5, you can add the bonus modifier instead, and at level 10, you may instead multiply the 2 bonuses together! the target must understand your language and have a intelligence of 7 or higher
DRAMATIC ENTERENCE!: When entering a room, you may instead enter the room from a window. this increases your intimidation by +2 and increase your initiation by +3 for one battle if there are monsters in the room. you may choose to instead break down a wooden structure as your entrance for the same effect if you have a +3 strength, or succeed a strength roll of over 14. whenever you succeed breaking a window/wooden structure, you receive no damage from the glass/wooden structure you successfully brake and are immune to glass attacks.
Returning Clichés: These are a natural occurrence that bards get used to. add +2 charisma against returning characters, at level 6, add a +1 charisma against characters with Alignment Differences (Good vs Evil) and a +1 if the enemy is a rival.
In the nick of time: at level 12, when you are about to die or an ally is about to die to an enemy, you may use this ability once per battle to interfere. when you are about to die, you may use this ability once per campaign to revive yourself with 1/4 of your HP (rounded up) and remove any negative effect. When saving an ally, you instead make either a strength or dexterity throw against the monster's strength. if succeeded, you interfere and the player you saved takes no damage, and you take the next turn, no matter what, but your attack must be against the monster that tried to attack your ally. You may use this ability once per battle.
well, that's it. Try it out and tell me what you think i should modify. Thank you