Bard
Base Class: Bard

A college for bards who wish to spice their simple weapon attacks with movement and lightning.

Electrical Rhythm

Starting at 3rd level, whenever you take the Attack Action on your turn, you may roll one Bardic Inspiration die. Then, you may do one of the following:

 

• You and a number of allied creatures, up to your Charisma Modifier, move a distance equal to the number rolled multiplied by 5. This movement does not provoke attacks of opportunity and happens immediately before or after you make a weapon attack.

• The next creature you hit with a weapon attack is pushed back a number of feet equal to 5 times the number rolled (does not provoke attacks of opportunity). Then you and one willing ally within 10 feet moves to a space within 10 feet of that creature. This movement does provoke attacks of opportunity.

Unrestrained

Also at Third level, if you are not wearing armor or using a shield, your AC is equal to 10 + your Dexterity Modifier + your Charisma Modifier.

Additionally, you gain an additional 10 feet of movement. This bonus increases to 20 feet at 6th level, and 30 feet at 14th level.

Flash Step

Starting at 6th level, whenever an allied creature expands a Bardic Inspiration die you gave, if you both are willing and can see and hear each other, you can instantly swap places, dealing lightning damage equal to the amount rolled.

Combat Rhythm

At 14th level, when you use your Electrical Rhythm feature, each allied creature that you caused to move can use their reaction to immediately make a weapon attack. You can also use Eletric Rhythm feature if you cast a a Bard spell.

Additionally, once per turn your weapon attacks and spells deals an additional 2d8 Lightning Damage.

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