Bard
Base Class: Bard

The rhythmic stamping of feet. The hypnotic swaying of elaborate and billowing clothes. Rapid twirls, spins, leaps, and the alluring story of a dance well done can be more potent than any written word. A bard belonging to the College of Dance understands that not every story need be told with words and that in battle, the quick and nimble steps of a well-trained dancer can save a life, and quickly end one as well. 

Using the swaying of their clothes and bodies they can cast hypnotic spells to charm and beguile their audience. They can use the steps of their dance to trace magical sigils and runes along the ground and the waving of their arms and hands to subtly cast the somatics of spells. With their dance, they can deftly avoid deadly blows. A Bard from the College of Dance excels in the thick of the fight where they can weave in and out of danger with nary a thought and minimal effort. 

Bonus Proficiencies

When you join the College of Dance at 3rd level, you gain proficiency with medium armor and martial melee weapons.

You can use any weapon you are proficient with as your spellcasting focus for your bard spells. 

Battle Waltz

At 3rd level, you learn to move deftly and with enchanting nimbleness. When you use all of your movement on a turn, you can use your bonus action to begin your Battle Waltz. Your Waltz lasts for 1 minute and while it is active you gain Advantage on melee attacks. In addition, any creature you hit with a melee attack while Battle Waltz is active cannot take an attack of opportunity against you. To maintain your Battle Waltz, you must expend at least half your movement on subsequent turns, otherwise, it ends. 
You can activate your Battle Waltz a number of times per long rest equal to half your Bard level, rounded down. 

Hypnotic Tempo

At 3rd level, while Battle Waltz is active, you can use a Bardic Inspiration to enchant your movements with a hypnotic pattern. When you move within 5 feet of a creature while Battle Waltz is active you can force them to make a Wisdom saving throw against your spell save DC, on a failure they have disadvantage on all attack rolls until the end of their next turn. 

In addition, you can spend 10 minutes performing a dance. During those 10 minutes, if any creature spends 1 minute viewing the performance, they become Charmed by you for the remainder of the performance. While Charmed in this way they have disadvantage on Perception and Insight checks, and you gain advantage on Persuasion and Deception checks against them.

Rythmic Footwork

Starting at 6th level, you learn to move your feet during your Battle Waltz to weave the sigils needed to cast your bard spells. Once Battle Waltz has begun, you can spend a Bardic Inspiration to cast any bard spell with a casting time of 1 Action as a Bonus Action. 

Mystic Flourish

Beginning at 6th level, you gain the ability to weave cantrips into your Waltz. While your Battle Waltz is active, when you use the Attack action, you can cast a cantrip as part of that same action. 

Two-step Strike

Starting at 14th level, while your Battle Waltz is active you can expend a Bardic Inspiration at the start of your turn, for every 10 feet of movement you expend on that turn you add an additional 1d8 damage to the next melee attack you make. The damage type is the same as the weapon used in the melee attack. In addition, after you attack during Two-step Strike, you can make another attack as part of that same action. The bonus attack does not benefit from the extra damage unless the first attack was a miss.