Bard
Base Class: Bard

The College of Battle Dancer trains its member to be the best and also the most dangerous dancer. No matter in which condition, they can always find and create their own stage and own it. To the battle dancers, anything on their stage is their performance property, and anyone on their stage is their partner even their performance will probably result in the death of some of their partners.

Fluent Movement

Battle dancers have the most fluent movement with their skills and flexibility and the enemies have a hard time catching and hurting them. Starting from the 3rd level, when you are not wearing armor and do not hold a shield, your AC=10 + proficiency bonus + CHA modifier (MAX 5) for the first round of the battle, and AC=10 + CHA modifier (MAX 5) for the rest of the battle. And you can reroll a DEX saving throw and choose which one to use once per battle.

 

Own the Stage

Starting from the 3rd level, you can spend one of your whole turns to inspect the battlefield and make it your stage once per battle, you can also use your surprise round to do this. When you finish, you can choose to use one of these following features per turn:

--Duo dance: you can spend a bonus action to roll an inspiration die and choose one creature you can see and he/she/it can also see or hear you within 60 ft, the creature must succeed a CHA saving throw against your spell saving DC+1/2 of the rolled number (MIN 1, round down), or it let you lead the dance. You can use any number of your movement speed to move yourself and the creature in any direction. Once the creature takes any damage or it gets into conditions like falling, knocked prone, and paralyzed, you lost your control of the creature. The creature can give up saving throw voluntarily. The movement can trigger opportunity attacks.

--Center of the stage: you can spend an action and a roll an inspiration die and choose a number of creatures within 60 ft that can see or hear you up to your CHA modifier, each of them must succeed a CHA saving throw against your spell DC or you get their attention for half the rolled number of turns (MIN 1, round down), you lose their attention when they make a saving throw on their turn, when they take any damage, or you can not continue performance due to reasons like paralyzed or incapacitated. 

--Move along: you can spend your action to roll an inspiration die and choose yourself and up 1/2 of your rolled number of non-enemy creatures within 60 ft, your and their next melee attack has the advantage, and add the rolled number to the damage.

--Spin is the key!: you spend your action and roll an inspiration die, start a magical spin that causes 1d8 + rolled number of damage to all creatures in a 5 ft radius, you ignore all covers in this attack and all creatures damaged lose half of their movement speed for their next turn. You deal another 1d8 of damage at the 6th, 10th, and 14th levels.

 

Leader of the show

starting from 6th level, when a non-enemy creature that is within your movement speed is hit by an attack, you can spend an inspiration die as a reaction to move to the creature to do a special dance move and force the hit to miss. You can use this ability 2 times per long rest.

 

Never run out of moves

starting from the 14th level, you get an extra inspiration slot at the beginning of each battle which disappears when the battle ends. When you finish your battlefield/stage inspection, you and all friendly creatures can roll a d20, anyone who rolled a number greater but not including 10 gets advantages on everything they do in the round after this as they understand and appreciate your art and performance.

Previous Versions

Name Date Modified Views Adds Version Actions
1/7/2022 11:40:54 PM
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