Base Class: Bard
From the Near Eastern nation of Thavnair comes a troupe of bewitchingly graceful performers. Though certainly elegant and beautiful, their movements also speak of martial discipline─of a pulsing, persistent energy whose rhythm can inspire souls and soothe troubled hearts. Inured to the hardships of the road, these dancers have learned to land throwing weapons with the same exacting precision as their footfalls, removing any who would obstruct the endless beat of the dance. -Final Fantasy XIV Lodestone
Dancing Magic
Gain this feature when you take this subclass
You've become adept at using your movements to channel the inherent magic from within and around you.
As a Dancer, when you cast a Bard spell you do not have to fulfill the verbal component of the spell. You must spend 10ft. of movement alongside your spell slot to cast a spell or to maintain a spell. See chapter 10 of the PHB for the general rules of spellcasting. Being silenced will not prevent you from casting spells, but having your movement restricted will.
You also gain the ability to use specialized bracelets and anklets as your spellcasting focus.
Whirling Steel
Gain this feature when you take this subclass.
The weapons you throw return to you with the precision of your dance steps.
After taking this subclass, you can spend 1 hour attuning your recently discovered magics with up to two finesse throwing weapons. When you throw a weapon you are attuned with, it returns to your hand after the attack is resolved.
Gain proficiency with the Chakram.
Chakram
- Category: Items
- Damage: 1d6
- Damage Type: Slashing
- Item Rarity: Standard
- Properties: Light, Range, Thrown
- Range: 20/60
- Weight: 2
- Worth: 25 GP
Closed Position
Gain this feature when you take this subclass
You've begun teaching your allies to follow your rhythm.
When initiative is rolled, expend one use of Bardic Inspiration to designate an ally as your Dance Partner. When you designate a Dance Partner in this way, the Dance Partner may roll initiative with Advantage, afterwards all effects of Dance Partner act as described further. Alternatively you may use a bonus action, designate a creature within 30 ft. as your Dance Partner for 1 minute during combat. After they have been designated they must be within 30 ft. for you to continue gaining benefits. This effect will end when you become unconscious, you can also end it early by using a bonus action.
Whenever your dance partner lands a melee attack, a ranged attack, or a ranged spell attack, gain a point of Esprit. You may have a maximum amount of Esprit equal to your Charisma modifier. You may only acquire one Esprit per turn.
You may use Esprit to do one of the following:
Pirouette (1 Esprit): When an attacker that you can see attempts to hit you or another creature within 30 ft. of you or your Dance Partner that you can see with an attack, you can use your reaction impose disadvantage on that attack.
Entrechat (1 Esprit): When an ally within 30 ft. of you or your Dance Partner attempts an attack on a creature you can see, you may use your Reaction to give them advantage.
Jete (1 Esprit): Take the disengage action as a bonus action.
Emboite (1 Esprit): Take the dash action as a bonus action
Added Bardic Inspiration
Gain this feature at 6th level
Your dances have brought new ways to inspire your allies.
Curing Waltz: Expend one use of Bardic Inspiration when you cast a healing spell, when you do so you roll the die and heal your Dance Partner the amount rolled.
Shield Samba: Expend one use of Bardic Inspiration as a Reaction when your Dance Partner is hit by an attack, roll the Bardic Inspiration Die and reduce the amount of damage by double the amount you rolled.
Flourish: Expend one use of Bardic Inspiration as a Reaction when your Dance Partner attempts an attack. When you do so your Dance Partner may add your Charisma modifier to their attack and damage rolls.
Enhanced Dance Partner
Gain this feature at 6th level
Your allies' dances have grown more elegant with your instruction.
You may now use your Dance Partner as the casting point for your spells.
You also gain more uses for Esprit:
Evasion (2 Esprit): When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
En Avant (3 Esprit): Using your reaction, gain 15 ft. of movement in a straight line. Additionally you can not move through enemies using this skill. This movement does not provoke Attacks of Opportunity.
Tempo Change (3 Esprit): As a bonus action, when your Dance Partner is within 15 ft. and not incapacitated, you may swap places with them if they are willing.
Enhanced Closed Position
Gain this feature at 14th level
Your allies now follow your intricate steps without much instruction, further empowering you both.
You may now designate two creatures within range as your Dance Partners. Additionally you may now receive up to two Esprit per turn and accumulate an amount of Esprit equal to double your Charisma Modifier. Using features that affect your Dance Partner, would now affect both Dance Partners.
Additionally you may now perform Technical Step as an Action. This dance lasts for 1 minute and you may perform this a number of times equal to half your proficiency bonus rounded down per long rest. This requires Concentration similar to how you would Concentrate on a spell. While you perform this dance, your Dance Partners may add your Charisma and Proficiency bonuses to their damage rolls.
Additionally there are more uses for Esprit:
Devilment (5 Esprit): You may use a bonus action to lower one creature within 60 ft.'s Critical Hit threshold by 1 until the end of your next turn.
Improvisation (5 Esprit): When you are hit by an attack, you may use your Reaction to heal yourself, and an amount of creatures equal to your Charisma modifier within 30 ft. of you, 2d8 plus your Charisma modifier.
Previous Versions
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10/4/2022 4:28:01 AM
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