Bard
Base Class: Bard

Some bards choose to speak through words, the college of motion believes in actions. Using a variety of dances this bard college aids allies and deters enemies through buffs and sabotage.

Dance Partner

3rd-level College of Motion feature

Whenever you give a creature a Bardic Inspiration die, you can designate them as a dance partner until you or they fall unconscious or you use bardic inspiration again.  You and your dance partner deal an additional 1d4 force damage on the first attack of your respective turns.

 This bonus increases to 1d6 at 6th level, 1d8 at 11th level and 1d10 at 15th level.

Double Time

3rd-level College of Motion feature

Your dance partner is an extension of your craft an extension of you. Spells with a range of self may also be cast on your dance partner and spells with a range of touch may be cast from either of your positions.

Additionally, once per long rest as an action you can bring your dance to a crescendo ending the effects of dance partner immediately. When it ends, all creatures you designate within a 10 foot range of you or your dance partner must succeed on a wisdom saving throw or be Charmed for 1 minute or until taking damage again.

At 6th level you may do this once per short rest.

Moving as One

6th-level College of Motion feature

You have mastered the art of movement in battle and can inspire allies to follow your lead. While you have a Dance Partner allies who start their turn within 10 feet of you or your partner gain an additional 10 walking speed.

This battle field prowess also makes for more engaging performances and dances. You and your Dance Partner have advantage on performance checks and If you are performing with a Dance Partner out of initiative you and your Dance Partner gain advantage on persuasion checks for 20 minutes following the dance with anyone that witnessed it.

Encore Performance

14th-level College of Motion feature

 Should You or a Dance Partner drop to 0 hp they may make a dexterity saving throw DC 15 to instead drop to 1 hp. When you succeed this saving throw, enemies within 20 feet must succeed on a strength saving throw or be pushed 10 feet away and suffer 6d6 force damage. If they succeed they are instead pushed 5 feet and take half damage.

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