Bard
Base Class: Bard

Seen as Material-plane counterparts to those in the College of Glamour, the Bards of the College of Dance — commonly referred to simply as Dancers — are masters of mesmerizing motion. Though not against singing or playing an instrument, a Dancer focuses more the motion of their bodies that allows them to gently tug the fabric of the Weave to their whims. With their special Repertoire of dances, they can affect multiple creatures simultaneously with their Bardic Inspirations, and can eventually pull powerful magic that lets them flow with the tide of life and death itself. 

With some Dancers working song or instrumental music into their repertoire, and others capturing audiences with the motion of their bodies alone, no two Dancers are exactly alike — even if given the same lessons from the same College, each Dancer puts a unique spin on their performances that makes them desired by audiences and adventurers alike.

Graceful Footwork

Starting at 3rd level, your mastery of motion allows you to move with fluidity both on and off the battlefield. You gain proficiency in your choice of Acrobatics or Performance. If you already have proficiency in both skills, you can choose a different skill instead.

Additionally, whenever you take the Dash or Dodge action, you gain the benefit of the Disengage action, and your walking speed increases by 5 feet until the end of the current turn.

Dancer's Repertoire

Also starting at 3rd level, you gain a repertoire of dances that enhance your allies or enfeeble your foes in ways beyond the inspiring songs of a regular bard.

You learn two dances of your choice, which are detailed under “Dances” below. You learn an additional dance at 6th and 14th level. Each time you learn a new dance, you can also replace one dance you know with a different one.

You can perform a dance as a bonus action on your turn by expending one use of your Bardic Inspiration feature. If a dance requires a saving throw to resist its effects, the DC is calculated as follows:

Dance save DC = 8 + your proficiency bonus + your Dexterity or Charisma modifier (whichever is higher)

Alluring Entrainment

You perform a dance of graceful and charming movements meant to entice an opponent. Choose one creature that can see you and that you can see within 60 feet of you. That creature must succeed a Wisdom saving throw or move up to half its speed towards you. You can then move an equal amount towards or away from the target. Neither movement provokes attacks of opportunity, and the target’s forced movement ends before moving into obviously harmful terrain, such as a pool of lava or a high ledge.

Creatures who are immune to being charmed are immune to this effect.

Arcane Invigoration

You perform a dance that plucks magic from the Weave and reforms it to energize your allies. Choose an allied creature that can see you and that you can see within 60 feet of you. In addition to your regular Bardic Inspiration benefits, the target also gains temporary hit points equal to your Charisma modifier (minimum 1). 

Jester's Distraction

You perform a traditional jester's folly, meant to draw attention towards you and away from your allies. Choose a number of creatures that can see you and that you can see within 60 feet of you, up to a number equal to your Charisma modifier (minimum 1). Each target must succeed a Wisdom saving throw or have disadvantage on all attack rolls made against creatures other than you until the start of your next turn.

Creatures who are immune to being charmed are immune to this effect.

Tumbler's Agility

You perform a dance of tumbling and prat-falls, granting your allies a temporary surge of agility. Choose a number of allied creatures that can see you and that you can see within 60 feet of you, up to a number equal to your Charisma modifier (minimum 1). Until the start of your next turn, each target gains an additional 10 feet of movement, and opportunity attacks made against them have disadvantage.

Warrior's Intimidation

You perform a ceremonial dance meant to intimidate or challenge an opponent. Choose a number of creatures that can see you and that you can see within 60 feet of you, up to a number equal to your Charisma modifier (minimum 1). Each target must succeed a Wisdom saving throw or suffer disadvantage on their next attack roll.

Creatures who are immune to being frightened are immune to this effect.

Mantle of Reflections

At 6th level, you gain learn a secret taught by the College of Dance that offers protection while dancing through danger. You learn the mirror image spell, which counts as a Bard spell for you but doesn't count against the total number of Bard spells you know.

Additionally, you can weave yourself in illusory magic known as the Mantle of Reflections that empowers your mirror image. While under the spell's effects, you can use your reaction to gain the following benefits for the duration:

  • When you roll a d20 to determine whether or not an attack hits one of your duplicates, the number needed to change the attack is reduced by 1. Therefore, you must roll a 5 or higher when you have three duplicates, a 7 or higher when you have two duplicates, or a 10 or higher when you only have one duplicate.
  • The AC of your duplicates equals 13 + your Dexterity modifier.

Once you gain the benefits of this feature, you can't do so again until you finish a long rest.

Flow of Battle

At 14th level, your mastery of weaving magic into your movement allows you to easily change the tides of combat to your favor. Whenever you expend a use of your Bardic Inspiration, an allied creature of your choice that you can see and that can see you within 60 feet can immediately do one of the following of its choice:

  • The target can make one weapon attack.
  • The target can Dash, Disengage, Dodge, Hide, or Use an Object.
  • The target can repeat a saving throw made against one effect it suffers from.

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