Bard
Base Class: Bard

"You inspire and destroy with your every movement"

The art of dance and choreography is as old as the first humanoids could walk. Music became the most prominent form for bards to cast magic in. However, just as artful and powerful dance can affect the weave of magic. Bards who follow this college are often found dancing in the streets, inns, and traveling. Their nimbleness and dexterity are unmatched in the world of entertainers.

Enchanting movement

You are a talented dancer and gain the following benefits:

  • You may ignore the Verbal components of spells however you cannot cast spells if you are restrained, stunned, paralyzed or incapacitated.
  • Beginning when you take this subclass, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
  • You can also roll a d4 in place of the normal damage of your unarmed strike.  Your unarmed strike damage increases to a d6 at the 5th level and a d8 at the 10th

Extra Attack

Beginning at the 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The Art Of Movement

You learned how to keep your body nimble and healthy. You gain advantage on saving throws against being restrained, grappled or paralyzed.

Perfected Choreography

You have learned and perfected a number of moves that allow you to move unimpeded, distract, and disarm. 1+ your charisma modifier, you may take one of the following actions.

Disengaging Sashay. You may take the disengage action as a bonus action.

Distracting Plié. You force enemies to become distracted by you. while moving at least 10 feet at one time, creatures 30ft from your final position must make a Wisdom saving throw against your Spellcasting DC. Upon failure, those creatures are exposed and attacks against them have advantage.

Disarming Twist. When you hit with an unarmed strike you can force your opponent to make a Strength saving throw against your spell save DC. On a failure, if the creature has a weapon it loses the weapon and it is displaced 15ft from the creature it came from; creatures cannot lose natural attacks from this effect. 

You cannot use these features again until a short or long rest. 

You may also now add your charisma modifier to your damage unarmed strike damage rolls.

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