Bard
Base Class: Bard

Communicating skill and power through movement is one of the oldest, most enduring arts.  It has been the seed for countless traditions of performing and martial arts.  Bards of the College of the Dancer strive to perfect their grace, agility, speed, and power, weaving the arcane in a way that exhilarates and inspires, while hiding within it the means to defend and subdue.  A skilled Dancer glides unhindered across the field of battle, exerting expert control over its flow.

Bonus Proficiencies

At level 3, choose a favored prop: a fan, a hoop, a ribbon, or a pair of any one of these items.  Your favored prop(s) can be used as a spellcasting focus for all of your Bard spells, and you may still make unarmed attacks while holding the prop(s).  They may not serve as ranged or melee weapons under any circumstance.

While you are holding your favored prop, and not wearing armor or wielding a shield, your AC is 10 + your Charisma modifier + your Dexterity modifier, while without your prop, your AC is 10 + your Dexterity modifier.

Also, while holding your favored prop, and not wearing armor or wielding a shield, you gain the following benefits:

- You can use Dexterity instead of Strength for the attack and damage rolls for your unarmed strikes
- Damage for your unarmed strikes is 1d4 + your Dexterity modifier - replaced by d6 (level 6) or d8 (level 14)
- When you use an action to make an unarmed strike, you can make another unarmed strike as a bonus action

Perpetual Motion

At 3rd level, you gain the ability to perform intricate dances that aid you in battle.

On your turn, you may expend one use of your Bardic Inspiration to start a dance as a bonus action.  Your walking speed increases by 5. You gain temporary hit points equal to the value rolled on the Bardic Inspiration die + your Charisma modifier for as long as the dance is maintained.  Then, choose one of the following dances (only one dance can be maintained at a time).

Furious Flurry - Your dance disguises quick, precise attacks. Whenever you successfully strike the same target with more than one unarmed strike during your turn, that target has disadvantage on its next attack before the start of your next turn.

Winding Whirl - Your beguiling spins and flashing props make you a trickier target from a distance. When you are attacked with a ranged weapon, you may use your reaction to give the attacker disadvantage for that attack.

Glimmering Glide - Your dance causes you to shimmer with arcane energy.  When you are targeted by a spell or spell attack, you may use your reaction to a) give the attacker disadvantage for that spell attack or b) gain advantage on one saving throw against that spell's effects as it is cast.

Partnered Pirouette - The momentum of your fluid movement allows you to pull allies from danger.  You may use your reaction to move a willing target within 5 feet of you to another space within 5 feet of you.  If the ally is grappled, restrained, or petrified, they may not be moved by this ability.  This will not interrupt an attack by or against the target.  Any opportunity attacks against the target provoked by this movement have disadvantage.

Your dance ends if:
- You are not holding a favored prop
- You have no temporary hit points
- You do not move at least 5 feet during your turn
- Your movement is stopped or directed against your will, such as with a grapple or spell effect

Extra Unarmed Strike

At 6th level, while holding your favored prop, you can attack twice, instead of once, when you take the Attack action on your turn.  Both attacks must be unarmed strikes.

Astounding Fluidity

At 6th level, your skillful maneuvering grants you further benefits.  While you are performing one of your dances:

- Opportunity attacks made against you have disadvantage
- You can move through spaces occupied by other creatures.  If your movement would stop in an occupied space, it instead stops one space before and your dance ends.
- You can use Dexterity, instead of Strength, for ability checks and saving throws to prevent being grappled, restrained, moved against your will, or knocked prone, except by spell effects.

Unbound Artistry

At 14th level, you are truly a master of motion.  While you are performing one of your dances:

- Your movement is not reduced by difficult terrain.
- You may use Dexterity, instead of Strength, on saving throws against spells that would render you grappled, restrained, prone, or move you against your will as part of their effect.
- When your movement would provoke an opportunity attack from a Hostile creature, you may use your reaction to make one unarmed strike against the creature if your movement began with 5 feet of it. This attack takes place immediately after the creature's opportunity attack occurs (or would occur).
- Your dance no longer ends if you have no temporary hit points.  Instead, while you have no temporary hit points, each time you take damage, you must make a Charisma saving throw to maintain the dance.  The DC for this save is equal to 10, or half the damage you take, whichever is higher.

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