Bard
Base Class: Bard

"They assume folly in the dancer and are fooled, for there is no madness in knowing the absolute limit of ability and charging to that edge. Wars may be a tactical affair, but the one-on-one meeting of combatants is decided by the one who first realises they are in mortal peril and commits fully. Many reach that point; the dancer starts there. By the time their foes have risen to match, it is too late.

Forward! Ever so! Where you were is dangerous! Where you go is dangerous! Different reasons, both to your advantage! Leap! Then leap again! Looking is for witnesses, not the main event!"

- An Account: Showstopper

The wind dancer uses their grace and control over their bodies to captivate those around them. Only in a tavern brawl would you ever see these graceful dancer's show their true colours with a blade.

Particularly skilled wind dancers are usually employed as spies and strategically placed into court functions to gather information or take out high value targets. They are said to be able to learn more about a person from a single dance than a diplomat could ever hope to glean with hours of discussion.

Silk and Steel

When you choose the College of the Wind Dancer at 3rd level, you gain proficiency with a martial weapon of your choice.

If you’re proficient with a simple or martial weapon, you can use it as a spellcasting focus for your bard spells.

It Takes Two

At 3rd level, you've learned how to take a dance partner and to utilise that partnership in combat. 

As a bonus action, you can choose a friendly creature within 60 feet of you to become your partner for the effects of It Takes Two.

While under the effects of It Takes Two, if you are within 30 feet of your partner, you can use your reaction to grant your partner one of the following effects:

  • Step. You can give advantage on an Attack roll your partner makes until the end of their turn.
  • Turn. You can give disadvantage on an Attack roll made against your partner until the end of their turn.

In addition, when you use It Takes Two, while you are wearing no armor and not wielding a shield, your Armor Class becomes 10 + your Dexterity modifier + your Charisma modifier.

This effect lasts for 10 minute and requires concentration (as if you were concentrating on a spell). If your partner leaves your range, you both lose the effects of It Takes Two. You can use It Takes Two a number of times equal to your proficiency bonus (a minimum of once), and you regain all spent uses of it when you finish a long rest.

Syncopated Steps

At 6th level, while you wield a weapon you're proficient with, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Shall We Dance?

At 14th level, when you use your It Takes Two ability, you grant one of the following benefits to you and your partner that lasts for as long as they are under the effects of your It Takes Two:

  • Leap. Increase your saving throws by the result (minimum of 1).
  • Trot. Increase your movement speed by 5 multiplied by the result (minium of 5).
  • Twist. Increase your Armor Class by the result (minimum of 1).
  • Flick. You gain temporary Hit Points equal to your Bard level multiplied by the result.

Previous Versions

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9/13/2022 1:51:54 PM
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College Of The Wind Dancer Image

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