Base Class: Bard
Members of the College of Dance, called a thousand different things in the myriad lands they inhabit, are among the liveliest of bards. They pursue exquisite performances and enjoy nothing more than moving their body in concert with music. They use their talents to contort themselves into bizarre shapes, perform at regal parties, and just lend a general air of levity.
They wear their profession like a king wears a crown; holding themselves with grace, poise, and an unquestionable air of capability. Most dancers find themselves traveling to learn more of the dancing arts and teach others their skills.
Dance of the Golden Gale
When you join the College of Dance at 3rd level, you learn to empower your allies, and yourself, with dance, mirroring the strength of your magical melodies.
As an action, you can expend one use of your Bardic Inspiration to activate your Dance of the Golden Gale. While active, you gain the following benefits.
- While in this state your AC increases by +2, which increases as you gain levels in this class (at levels 5 and 14, to +3 and +4 respectively).
- Your movement speed is increased by 15 feet.
- When you heal a creature with a spell of 1st level or higher, they regain additional hit points equal to your bard level.
This ability cannot be activated if you are grappled or restrained, or wearing medium or heavy armor. It lasts for a minute, though it ends early if either of those conditions affect you during its duration, or you become incapacitated.
Flourishing Arcana
When you reach 6th level, you gain the ability to artfully position yourself in tune with your bardic songs. As a bonus action when you cast a bard spell (including cantrips), you can move up to half of your movement without provoking attacks of opportunity.
Dancing Mist
At 6th level, you have become so adept at dance that foes will find that their blows fall short; you weave your way through nets of steel and fire as though made from insubstantial mist.
You have advantage on Dexterity saving throws. Additionally, while you are concentrating on a spell or moving (such as during an opportunity attack), melee attack rolls have disadvantage against you.
Regal Waltz of the Zephyr
At 14th level, your grace transcends mortal bounds, extending into the realm of myth. This dance, coveted by many, allows the performer to dance lightly along the Weave itself, giving them a myriad of benefits.
As an action you can begin a most regal dance, the Waltz of the Zephyr. For one minute, you gain the following benefits:
- Your base walking speed is doubled; this extends to flying and swimming speeds, if you have them, but not climbing or burrowing.
- You become immune to being grappled or restrained.
- You gain one reaction every turn in combat; this reaction can only be used to evade attacks. When a creature makes an attack roll against you (melee, ranged, or spell) use this reaction to add your proficiency modifier to your AC for that attack. This is done after the attack roll.
- Whenever you cast a spell of 1st level on another creature, or creatures, those creatures, if you choose, can use their reactions to move up to half of their movement without provoking attacks of opportunity.
These effects end early if you become incapacitated. When the dance ends you gain one level of exhaustion, and you cannot perform it again until after you complete a long rest.
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