Base Class: Bard
Defy the Limits of the Possible
Bards of the College of Acrobatics push the limits of what a body can achieve. Through relentless practice, they master extraordinary feats of strength, flexibility, coordination, and daring. From impossible leaps and gravity-defying vaults to intricate tumbling and breathtaking aerial stunts, these Bards turn physical mastery into an advantage, overcoming obstacles and creating opportunities for themselves and their allies where others see none.
Level 3: Circus Arts
You gain Expertise in Acrobatics. If you already have Expertise in it, choose another skill you’re proficient in and gain Expertise in that skill.
You gain proficiency with Martial weapons that have the Finesse or Light property.
In addition, you can use a weapon or a piece of equipment you are wearing or holding as a Spellcasting Focus for your Bard spells.
Flying Trapeze. You always have the following spells prepared:
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Level 3: Jump and Feather Fall
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Level 6: Haste
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Level 14: Dimension Door
You can cast Jump and Feather Fall without expending a spell slot a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a Long Rest.
You can also cast Haste and Dimension Door once each without expending a spell slot. You regain the ability to do so when you finish a Long Rest.
Floor Exercise. While you aren’t wearing armor or wielding a Shield, you gain the following benefits.
Equilibristics. Your base Armor Class equals 10 plus double your Dexterity modifier.
Contortion. For the purpose of moving through another creature’s space and determining the size of spaces you can move through, you count as one size smaller than your actual size.
Parkour. You have a Climb Speed equal to half your Speed, and Difficult Terrain doesn’t cost you extra movement. You use Dexterity (Acrobatics) instead of Strength (Athletics) for ability checks made to climb or as part of a jump, and you use Dexterity instead of Strength to determine your jump distance.
Level 6: You can move along vertical surfaces and ceilings at your normal Speed, and you can’t be knocked Prone while doing so.
Level 3: Base and Flyer
You can use your Bardic Inspiration in the following additional ways.
Bodyweight Skills. Immediately after you make an attack roll, but before the DM says whether it hits or misses, you can expend one use of your Bardic Inspiration (no action required), roll the die, and add the number rolled to the attack roll, potentially turning a miss into a hit.
Level 6: When this use turns a miss into a hit, you can move up to 10 feet without provoking Opportunity Attacks.
Basket Toss. As a Bonus Action, you can expend one use of your Bardic Inspiration to launch one willing creature within 5 feet of you that is your size or smaller. It moves up to 20 feet in a straight line along a path that isn’t blocked, to a space you can see, including vertically, without provoking Opportunity Attacks, and lands in an unoccupied space. This movement doesn’t use up the creature’s own movement. The creature has the effect of the Feather Fall spell until the end of the turn.
You also gain the following benefits.
Spotter. As a Bonus Action, you can do one of the following:
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Take the Help action.
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Choose one willing creature within 10 feet of you. Until the end of its turn, it gains a Climb Speed equal to half its Speed and ignores Difficult Terrain.
You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Breakfall. When a creature regains Hit Points from a Bard spell you cast, it can use its Reaction to stand up from the [Tooltip Not Found] condition without spending movement and then move up to half its Speed without provoking Opportunity Attacks.
Level 6: Main Act
While you aren’t wearing armor or wielding a Shield, you gain the following benefits.
Tumbling. When you move at least 20 feet horizontally in the same direction, you can move an additional 20 feet in that direction. This additional movement doesn’t use up your Speed, doesn’t provoke Opportunity Attacks, and doesn’t trigger Tumbling. You can’t use Tumbling while climbing or swimming, and you can use it no more than twice per round.
Balancing Act. You have Advantage on Constitution saving throws to maintain Concentration on a Bard spell. In addition, when you cast a Concentration spell that targets more than one creature, you can target one additional creature within the spell’s range.
Crew Run. Once per turn when you take the Dash action, up to a number of willing creatures equal to your Charisma modifier (minimum of one) within 10 feet of you can also move up to half their Speed without provoking Opportunity Attacks.
You can use your Bardic Inspiration in the following additional ways.
Tricking. When an attack roll misses you, you can take a Reaction and expend one use of your Bardic Inspiration to redirect the attack to another creature within 5 feet of the attacker if it was a Melee Attack, or within 20 feet of the attacker if it was a Ranged Attack. The attack roll automatically hits the new target, but it isn’t a Critical Hit.
Stuntwork. When you are hit by an attack roll, you can take a Reaction and expend one use of your Bardic Inspiration; roll the die and reduce the damage by the number rolled plus your Dexterity modifier. You can then move up to 10 feet without provoking Opportunity Attacks.
Level 14: Grand Finale
As a Bonus Action, choose up to a number of creatures equal to your Charisma modifier (minimum of one) within 60 feet of you; you can choose yourself. Each chosen creature can immediately use its Reaction to move up to its Speed without provoking Opportunity Attacks and then either make one weapon attack against a creature within its reach or range, or cast one cantrip with a casting time of an action that can target a creature. Each creature that deals damage with this attack or cantrip gains a Bardic Inspiration die from you if it doesn’t already have one.
Once you use this feature, you can’t use it again until you finish a Long Rest.
Human Pyramid. While you aren’t wearing armor or wielding a Shield, you can use a Bonus Action to form a human pyramid for 1 minute or until you have the Incapacitated condition, put on armor, or wield a Shield. For the duration, you and your allies within a 15-foot Emanation originating from you have Half Cover.
Once you use this feature, you can’t use it again until you finish a Short Rest or Long Rest.
Previous Versions
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