Bard
Base Class: Bard

To be a Bard is to create. To create art and invoke emotion within those who perceive it. Music is powerful in this way, as music has the ability to communicate emotion and power to any creature that hears it. So if one where to embody music, their form would carry that innate magic, would it not? This is the philosophy shared by Bards of the College of the Dancer.

Warding Beauty

Upon taking this archetype at 3rd level, you protect yourself with deft and beautiful dance. When you are not wearing armor or wielding a shield, your base AC is equal to 10 + your Proficiency Bonus + your Charisma modifier.

Dance Arcanum

Beginning at 3rd level, you no longer need a spellcasting focus when casting your Bard spells so long as you are dancing as a part of your somatic components.

Additionally, you learn to create unique magical effects with your dances. When you choose this path at 3rd level, learn 2 dances from the options below. Learn an additional dance at levels 6 and 14. You cannot perform any of these dances while incapacitated, grappled, prone, or restrained.

Break-neck Breakdance

As an action, you may expend one use of Bardic Inspiration to make a to make any number of attacks up to your Charisma modifier (minimum 1) against creatures you choose within 5ft of you. You may target creatures multiple times. For each attack, make a seperate attack roll using your Charisma modifier. Each attack that hits deals Force damage equal to a roll of your Bardic Inspiration die.

Charming Cha-Cha

As an action, you may expend one use of Bardic Inspiration, forcing a single creature of your choice within 30 feet of you that can see and/or hear you to make a Wisdom Saving throw against your spell save DC. On a failure, this creature may not target you directly with any weapon attacks or spells until the beginning of your next turn. This does not effect area of effect spells.

Any creature immune to the Charmed condition is immune to Alluring Dance, and if the creature has advantage against Charm, they have advantage on the saving throw.

Forceful Flamenco

After successfully making a melee weapon attack against an enemy but before rolling for damage, you may expend one use of Bardic Inspiration to add an effect to the attack as a reaction. The attack deals normal weapon damage plus force damage equal to your Bardic Inspiration Die, and the enemy must make a Strength saving throw versus your spell save DC or be pushed up to 10 ft in a direction of your choice.

Shielding Shimmy

As a bonus action, you strike a pose of confidence and power, expending one use of Bardic Inspiration and granting yourself or an ally within 30ft that can see you temporary hit points equal to the value rolled on your Bardic Inspiration Die + your Charisma modifier. The temporary hit points are lost at the beginning of your next turn.

Whirlwind Waltz

You lighten your steps, increasing the efficiency of your stride. As a bonus action, you may expend one use of Bardic Inspiration to dash or disengage.

Pick up the Tempo

Beginning at 6th level, whenever you use one of your dances, gain an additional 10ft of movement that turn.

Dance Partner

Additionally at 6th level, after finishing a short or long rest, you can choose one creature that can see you to be your Dance Partner. Your Dance Partner receives a special Bardic Inspiration die, this Bardic Inspiration die doesn’t count as a use of your Bardic Inspiration. Your Dance Partner cannot be targeted by your Bardic Inspiration as they already have one.

This special Bardic Inspiration die lasts for 24 Hours and can be used by your Dance Partner a number of times equal to your Charisma modifier (minimum 1). Your Dance Partner can only use their Bardic Inspiration die while within 15ft of you. It functions the same as a normal Bardic Inspiration die, but can also be added to any healing or temporary hit points your Dance Partner receives. Your Dance Partner cannot use their Bardic Inspiration die while incapacitated, grappled, prone, or restrained.

You can choose a different Dance Partner or renew your current Dance Partner’s Bardic Inspiration die after finishing a short or long rest.

Reliable Rhythm

At 14th level you choose 1 Dance you have already learned to be your signature dance. You may perform a modified version of that dance without expending a use of Bardic Inspiration. You can perform your signature dance a number of times equal to your Charisma Modifier (minimum 1). Regain all uses after finishing a long rest.

You cannot perform your signature dance while incapacitated, grappled, prone, or restrained.

Signature Break-neck Breakdance

As an action, make any number of attacks up to your Charisma modifier (minimum 1) against creatures you choose within 5ft of you. You may target creatures multiple times. For each attack, make a seperate attack roll using your Charisma modifier. Each attack that hits deals 1d6 Force damage.

Signature Charming Cha-Cha

As an action, you may make a Performance check with DC 12. If you succeed, force a single creature of your choice within 30 feet of you that can see and/or hear you to make a Wisdom Saving throw against your spell save DC. On a failure, this creature may not target you directly with any weapon attacks or spells until the beginning of your next turn. This does not effect area of effect spells.

Signature Forceful Flamenco

After successfully making a melee weapon attack against an enemy but before rolling for damage, you may add an effect to the attack as a reaction. The attack deals normal weapon damage plus 1d6 force damage, and the enemy must make a Strength saving throw versus your spell save DC or be pushed up to 10 ft in a direction of your choice.

Signature Shielding Shimmy

As a bonus action, you strike a pose of confidence and power, expending one use of Bardic Inspiration and granting yourself or an ally within 30ft that can see you 1d6 + CHA temporary hitpoints. The temporary hit points are lost at the beginning of your next turn.

Signature Whirlwind Waltz

You lighten your steps, increasing the efficiency of your stride. As a bonus action, you may make a Performance check with DC 12 to dash or disengage.

Arcane Choreography

Beginning at Level 14, your expertise in Dance Arcanum is so deep that you can radiate that knowledge to those around you. As an action, you can create an Aura in a 30-foot radius centered on you for 1 minute, empowering your allies with fierce dance. The aura moves with you, centered on you. Each nonhostile creature in the aura (not including you) can add a die equal to your Bardic Inspiration to any damage roll they make (max one per turn).

Maintaining the aura requires your concentration, as if concentrating on a spell. The aura ends when you loose concentration or when you dismiss it (no action required). If you take damage while concentrating on the aura you must make a Charisma saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher.

Once you use this feature you cannot do so again until you finish a short or long rest.

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