Base Class: Bard
Bards of the College of Dance are practiced artists of the battlefield, leaping, twisting, twirling, and flowing through any terrain. To these bards, the world is their stage, and they are not shy to share their expertise in the art of dance. This college of bards is vast and diverse, with many different genres and styles of dance. This college's members are scattered across the many races and peoples of the D&D worlds. Nearly all cultures and peoples of these worlds have some type of traditional dances, from the aerial sky-dances of the aarakocra, the war dances of the goliaths and orcs, the swift and elegant dances of the elves, and the underwater sword-dancing tritons.
As vast as this college is, almost all who witness a College of Dance Bard's mesmerizing movements for the first time are taken aback by their impressive performances. These bards have no need for instruments, depending solely on their body to focus their magic. Different cultures and styles of these bards may occasionally hold or use a musical instrument, dancing streamers, or other elegant ornaments while performing a dance, but they are merely for decorative purposes. Instead, these bards are costumed in the finest outfits that allow them to focus their spellcasting, and use their enchanting maneuvers to displace and confuse enemies while quickly dancing across their "stage" to reach a safer or more advantageous positioning.
Unarmored Defense
When you join the College of Dance at 3rd level, you take on a natural grace and glamour. Provided you aren't wearing armor or wielding a shield your armor class becomes 10 + your Dexterity modifier + your charisma modifier.
Quick Movements
Beginning at level 3, your dance becomes magically infused when you cast a spell, offering greater freedom of movement around the battlefield. When you cast a bard spell on your turn, you gain additional movement speed (in all movements type) equal to 5 x the level of the spell (cantrips do not count). You also don't provoke opportunity attacks for the rest of the turn.
Partner in Dance
At 6th level, your dance is powerful enough to move even the mightiest creatures. When you attempt to grapple a creature or maintain a grapple you may make a Charisma (Performance) check instead of a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). Willing creatures can let themselves be grappled. In addition you can grapple creatures of two sizes larger and creatures of one size larger than you or smaller do not reduce your speed to half (only grappling creatures of two sizes larger does).
Power of the Dance
Starting at 14th level, your dance enhances and alters the spell's around you. Creatures grappled by you have disadvantage on saving throws against your spells and area of effect spells that you move them into. In addition when you cast a spell on your turn you can choose not to be affected by allies' specific spells (e.g. Walking through an ally's cloud of daggers will have no effect on you).
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