Bard
Base Class: Bard

Laughing as they contort their body for the crowd, their body allowing the multiverse to dance across their skin. Weaving magics both subtle and beautiful I watched them enchant like a siren of motion, expanding the boundaries of what was originally considered the bardic art. Illusions flowed from their fingertips, telling stories as they waltz to their harmonious narrative. This was a bard from the College of Motion and I immediately understood why they are both loved and feared.
– Grahmathar, Bardic Archivist of Songs, Stories, and Histories


The College of Motion is the home of bards who have designated their life to motion, dance, or acrobatics. Often dancers, acrobats, gymnasts, or tumbling jesters, bards within this college use their knowledge of motion to tap into sacred motions of the multiverse. Whether it be through beautiful dances or unnatural twists of motion these bards captivate and awe. 

Due to the nature of their college, bards of this college are often difficult to place. The members of their college are as diverse and eclectic as the motions that encompass their repertoire. As a result, they are often met with caution. However, many will find a bard of this college to have a kind heart dedicated towards the allure and delicacy of their craft. 

The members of this college often gather in places wherever a stage is allowed. They join in circus halls, court rooms, village squares, and the cleared floors of taverns to demonstrate and share their knowledge of motion. Many a bard of this college will pick up new sacred movements from other members, adding the precise motions to their muscle memory so that they too can tap into that raw power. 

Unfettered Performance

When you join the College of Movement at 3rd level, you learn how to use the motion of your body to avoid harm. While not wearing armor and not using a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier. If an ally can see or hear you within 60 ft, you may grant your bardic inspiration as a bonus action. All rules regarding the bardic inspiration still apply. 

Transcendent Motion

At 3rd level, you have learned specific pieces of movement that create magical effects. These fragments of motion can help shift the battlefield and world around you to a variety of interesting effects using your bardic inspiration. 

When you select this college at 3rd level, you learn a sacred movement of your choice. These movements are detailed below. For these motions to function you must have freedom of movement, which means you cannot be grappled, paralyzed, or restrained. 

You learn two additional sacred movements at level 6 and one additional sacred movement at level 14. Whenever you learn a new sacred movement, you can also replace one movement you know with another one. 

Gift of the Balletomane

When you learn this movement you gain the ability to grant the gifts of movement to an ally for a brief amount of time. As an action, you may expend a bardic inspiration die and touch an ally to imbue them with a particular movement effect. Roll on the Balletomane table using your bardic inspiration die to determine what effect takes place. During this time, you create motions similar to the spell created from the table, concentrating on your performance as you would a spell. In addition, if you roll a number you make select any of the spells with numbers lower on the table in place of the spell you rolled. This gift fades should your concentration be broke, or the duration of the spell from the table ends. 

 

Bardic Inspiration Die Roll

Effect

01

You cast expeditious retreat on your ally.

02-03

You cast jump on your ally.

04-05

You cast longstrider at 1st level on your ally.

06-07

You cast spider climb on your ally.

08-09

You cast haste on your ally.

10

You cast fly at 3rd level on your ally.

11

You cast freedom of movement on your ally.

12

You cast investiture of wind on your ally.

Healing Glissade

After you learn this movement you may use your bardic inspiration die to begin a dance that heals your allies. As an action, you may use a bardic inspiration die to begin a performance that lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). Following the beginning of this performance, you may use a bonus action to touch an ally and heal an amount of hit points using your bardic inspiration die (this bonus action does not expend a bardic inspiration use). Additionally, when you begin this performance you feel emblazoned to heal you allies at all cost. As a result, your speed increases by 10 feet when moving towards an ally that is unconscious. 

Meddling Dégagé

You gain the ability to teleport allies on the battlefield by tapping into kinetic similarities. As a bonus action, you may begin a performance that lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, anytime a creature makes an attack roll against an ally within 30 feet of you, you may use your reaction to transport yourself or another ally within 30 feet to absorb the incoming damage, switching places with that target. You must initiate this after an attack roll is declared, but before an outcome is determined. Both creatures must be willing to swap places, otherwise any creature that is not willing must make a Wisdom saving throw against your spell save DC. Allies do not have to be within 30 feet of each other, only within 30 feet of you. 

Parting Finale

When you learn this movement you gain the ability to inject guilt in your enemies as a parting glance or dramatic feint. Before you or an ally within 30 feet are reduced to 0 hit points, you can use a bardic inspiration die to deal damage to an enemy that you can see. This reaction can only be initiated after you or an alley determine that the initiating target will drop to or below 0 hit points. The target of this attack must make a Wisdom saving throw against your spell save DC. On a failed save it takes psychic damage equal to your bardic inspiration die + your bard level and has disadvantage on their next attack, or half as much damage on a successful one. 

Pas de deux

When you learn this movement you gain the ability to infect opponents with rhythm, opening them to additional damage by your attacks. As an action, you may spend a bardic inspiration die to begin influencing the motions of an opponent, opening them up for attack. When you designate a creature, your spells and cantrips deal an additional bardic inspiration die to the target on top of the normal roll. The creature must be able to see you when the attack hits. If the target drops to 0 hit points while your Paired Entrechat is still in effect, you may use a bonus action on a subsequent turn to target another creature. This effect lasts for 10 minutes and does not require concentration. 

Quick Cabriole

When you take this movement you learn to leap like the wind, bolstering your allies to do the same. As an action, you may expend a bardic inspiration die to double your movement each turn for 1 minute or until your concentration ends (as though you are concentrating on a spell). This movement is unaffected by rough terrain and you have advantage against being grappled. Additionally, while you are in this performance, whenever you end your turn within 60 feet of allies you may make a roll using your bardic inspiration die. If you roll a 1-3, no effect takes place. Any number rolled that is a 4-8 allows your allies to move up to 10 feet in your direction without provoking attacks of opportunity. Any number rolled that is higher than an 8 allows your allies to move up to 20 feet in your direction without provoking attacks of opportunity. If you roll a 12, your allies may move up to their full movement towards you. Your allies are still affected by rough terrain. 

Redirecting Jeté

When you learn this movement you gain the ability to confuse the enemy with your footwork. As an action, you may expend the use of a bardic inspiration die and force an enemy within 60 feet. The target must then make a WIS saving throw against your spell save DC. On a failed save, the target spends its action on the next turn making a melee or spell attack against a creature you designate within range. The target in question must be able to see you.

Cunning Caper

At 6th level, you learn to improve your skill over movement in battle. You may now take the Dash or Disengage action as a bonus action.

Dancer's Endurance

At level 14th, you gain the use of an additional bardic inspiration die using the movements you have been practicing. You now have an additional number of uses for your bardic inspiration based off of your Dexterity modifier. These special forms of bardic inspiration can only be used on your Sacred Movements or if the target of the inspiration can see you (note: hearing does not apply) within 60 ft. Because the movements in order to perform these bardic inspirations require a lot of energy you may only regain the use of these bardic inspirations after a long rest. The die used for these bardic inspirations is the same as your normal bardic inspiration die. 

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