Cleric
Base Class: Cleric

Movement and status effect based Cleric Domain.  Relies on making others target you and then getting away from combat.

Channel Divinity: Infectious Cheer

At 2nd level, you spread the joy you feel to those closest to you.  As an action, you may use your Channel Divinity to start a dance.  For the next minute all allies within 30 ft gain advantage on saving throws against being frightened or exhausted.

Distracting Dervish

Starting at 6th level your dance demands the attention of even those intent on harming your allies.  While you are not concentrating on a spell, you may start a dance.  Target creatures within 15 ft of you must make a Charisma Saving Throw.  On a failed save, the target has disadvantage on attack rolls on any target besides you.  The effect lasts on the target until they either hit you or until you cast a concentration spell. A target cannot be targeted again for 24 hours after the effect is broken.  

You can use this feature a number of times equal to your Wisdom modifier and regain all expanded uses after a short rest.

Changing Partners

Starting at 8th level your performance cannot be contained to one partner.  When you Disengage to leave a creature’s melee range, you may use a reaction to make a single creature make a Charisma Saving Throw.  On a failure they take 1d8 psychic damage.  This amount increases to 2d8 psychic damage at 14th level.

Divine Dance

When you reach 17th level, your base walking speed increases by 15, you are not hampered by difficult terrain, and you gain advantage on all saves against conditions and effects that reduce your walking speed (grappled, petrified, restrained etc…).

Additionally you gain Disengage as a bonus action and can cast Otto’s Irresistible dance as a Cleric Spell.

Inspiring Performance

Additionally at first level, when you succeed on a Acrobatics, Athletics, or Performance check, you can use a reaction to give a chosen ally within 30 feet advantage on their next Acrobatics, Athletics, or Performance check.

You can do this a number of times equal to your wisdom modifier and regain all expanded uses after a long rest.

Boundless Movement

At first level you cannot help but move when you think of your deity’s wonderful presence.  You gain a +5 to your movement speed and have advantage on saving throws against being grappled or restrained.  Additionally, you may use Dexterity as your modifier for Performance checks.

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