Base Class: Bard
Bards of the College of Rhythm are adept in their combination of magic and ancient dances learned from old tribal warriors and nomads from long past.
Inspiring Dances
When you join the College of Rhythm at 3rd level, you learn a few ancient dances infused with magic that are able to help you and your allies in combat. As a bonus action, you can choose one of the dances below to perform to any creature (or yourself) within 60 feet of you that can see you:
Lion Dance. The target of your dance is bolstered with unyielding strength. Whenever the affected creature makes a melee or ranged weapon attack and hits, they deal an additional amount of damage equal to your Charisma modifier (if the attack has multiple damage types, choose only one to be increased). Additionally, you can choose to expend any amount of Bardic Inspiration to boost the effectiveness of the dance. If you do so, the additional damage is equal to your Charisma modifier plus the amount rolled on the Bardic Inspiration. The effect of the dance ends when either a minute has passed or the target has used this ability.
Peacock Strut. The target of your dance is enforced with increased magical capabilities. Whenever the affected creature casts a damaging spell or cantrip and successfully damages any amount of creatures, they deal an additional amount of damage equal to your Charisma modifier (if the spell has multiple damage types, choose only one to be increased). Additionally, you can choose to expend any amount of Bardic Inspiration to boost the effectiveness of the dance. If you do so, the additional damage is equal to your Charisma modifier plus the amount rolled on the Bardic Inspiration. The effect of the dance ends when either a minute has passed or the target has used this ability.
Mole Dance. The target of your dance is reinforced with a bolstered defense. Whenever the affected creature is hit with a melee or ranged weapon attack and takes damage, they can reduce the amount of damage taken by an amount equal to your Charisma modifier. Additionally, you can choose to expend any amount of Bardic Inspiration to boost the effectiveness of the dance. If you do so, the additional damage reduction is equal to your Charisma modifier plus the amount rolled on the Bardic Inspiration. The effect of the dance ends when either a minute has passed or the target has used this ability.
Panther Dance. The target of your dance is hastened with a expedited speed. For the next minute, the affected creature's speed is increased by 5 feet, and they can also add your Charisma modifier to their next initiative roll. If initiative has already been rolled, they can add to their current initiative score. Additionally, you can choose to expend any amount of Bardic Inspiration to boost the effectiveness of the dance. If you do so, the additional speed is increased by an amount equal to 5 times the number of Bardic Inspiration used (if one Bardic Inspiration is used the speed is now plus 10; if two Bardic Inspiration are used the speed is now plus 15, etc.). Also, the increase to initiative is equal to your Charisma modifier plus the amount rolled on the Bardic Inspiration. The creature can only increase their initiative once per use of Panther Dance. The creature must use the this ability to increase their initiative within the next hour, otherwise the effect ends.
You can use this feature a number of times equal to double your proficiency bonus. You regain all expended uses when you finish a long rest
Eye for an Eye
Also at 3rd level, you learn how to take quick revenge on those who attempt to disrupt your rhythm. When a creature that you can see within 5 feet of you makes an attack roll against you, you can use your reaction to make a melee weapon attack against that creature.
Additionally, if you do not have a reaction available, you can still use Eye for an Eye. Using this ability without a reaction can only be done a number of times equal to your Charisma modifier, and you regain all uses of this ability whenever you finish a long rest.
Also your experience with adroit movements allows your body to move faster than normal. Your walking speed is increased by 5 feet while you are not wearing medium or heavy armor.
Additional Dances
This 3rd-level feature replaces the Eye for an Eye feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
Your deft movements allow you to channel the dark magic of ancient tribes through intense dances. As an action, you can expend one use of Inspiring Dances and choose one of the dances below to perform (dances that require a saving throw use your Bard spell save DC) :
Moonlight Waltz. The target of your dance is encompassed with the energy of the moonlight. Choose a creature you can see within 60 feet of you. That creature must make a Dexterity saving throw. On a failed save, the target takes an amount of necrotic damage equal to 2d10 plus your Charisma modifier. Additionally, you can choose to expend any amount of Bardic Inspiration to boost the effectiveness of the dance. If you do so, the dance does additional necrotic damage equal to the amount rolled on the Bardic Inspiration.
Night Ode. Your dance envelops your enemies in a haze of night. Choose a point you can see within 60 feet of you. Choose any amount of creatures in a 30-foot-radius sphere centered on that point. They must then make a Dexterity saving throw. On a failed save, the target takes an amount of necrotic damage equal to 2d8 plus your Charisma modifier. Additionally, you can choose to expend any amount of Bardic Inspiration to boost the effectiveness of the dance. If you do so, the dance does additional necrotic damage to each creature equal to the amount rolled on the Bardic Inspiration.
The effectiveness of these dances increase as you become a more experienced dancer. As a 6th level dancer, the damage increases to 3d8 for Night Ode and 3d10 for Moonlight Waltz, and at 14th level it increases to 4d8 and 4d10 respectively.
Due to the intensity of these dances, you cannot use two dances in the same turn. You cannot use a dance from Additional Dances and a dance from Inspiring Dances in the same turn either.
Bewildering Grace
At 6th level, you learn an ancient dance thought to originate from a chaotic trickster god which is capable of random unnatural magical effects. As an action, you can roll a d100 on the Bewildering Grace Table to cause one random effect to occur. Any effect that requires a saving throw uses your Bard spell save DC. You can also choose to expend a spell slot of any level before you roll on the Bewildering Grace Table to cause one of these additional effects:
-You roll on the Bewildering Grace table an extra amount of times equal to the expended level of the spell slot. Reroll any numbers that cause the same effect to occur multiple times. All rolled effects occur at once.
-You roll an amount of times equal to the expended level of the spell slot plus 1. Reroll any numbers that have the same effect. Choose one of the rolled numbers to occur.
| d100 | Effect | d100 | Effect |
|---|---|---|---|
| 01-04 | All creatures of your choice within 30 feet of you must make a Wisdom saving throw or fall unconscious. This condition lasts for 1d4 minutes or until they are woken up. | 53-56 | You cast Otto's Irresistible Dance as a 6th level spell targeted on yourself. |
| 05-08 | You and all creatures within 30 feet of you take 3d6 poison damage and suffer the poisoned condition | 57-60 | All creatures of your choice within 30 feet of you gain a +1 to all attack rolls and a +1 to damage on any attack that uses their Strength or their Dexterity. |
| 09-12 | You regain an amount of Hit Points equal to two of your Bardic Inspiration die without expending any uses. | 61-64 | You and all of your allies within 30 feet of you gain a -2 penalty to your Armor Class and to all Saving Throws until the start of your next turn. |
| 13-16 | You and all of your allies within 30 feet of you cannot cast any spells until the end of your next turn. Additionally, you cannot use any Inspiring Dances, Bewildering Grace, Bardic Inspiration, or Celestial Grace until the effect ends. | 65-68 | You cast Wind Wall as a 3rd level spell. Casting it in this way does not require concentration. |
| 17-20 | All creatures of your choice within 30 feet of you regain 2d4 expended spell slots, up to 3rd level. | 69-72 | You cast Fireball as a 3rd level spell centered on yourself. |
| 21-24 | You cast Fireball as a 7th level spell centered on yourself. | 73-76 | All creatures of your choice within 30 feet of you gains one use of Bardic Inspiration without expending any uses. |
| 25-28 | You cast Chromatic Orb as a 1st level spell. The damage type is Lightning. | 77-80 | You expend 1d4 random spell slots with no effect. |
| 29-32 | All non-magical items that you are carrying fall to the ground. This does not affect worn clothing or donned armor. | 81-84 | You regain all expended uses of Bardic Inspiration. |
| 33-36 | You cast Guiding Bolt as a 3rd level spell to a random creature within range. If there are no creatures in range, you become the target. | 85-88 | A Bicorn controlled by the DM appears in a space within 30 feet of you. The Bicorn is hostile to you and your allies and grants any other creatures considered hostile to you a +2 to all Strength based attack rolls and damage, a +2 to their Armor Class, and grants them 2d4 temporary Hit Points. The Bicorn disappears at the end of your next turn. |
| 37-40 | You cast Revivify as a 3rd level, requiring no material components. Casting Revivify in this way gives you a range of Sight. Alternatively, choose any amount of creatures within 60 feet of you, which can include yourself. All chosen creatures regain an amount of Hit Points equal to 5 times your Bardic Inspiration die plus your Charisma modifier, along with gaining one use of Bardic Inspiration and regaining 3d4 expended spell slots, up to 5th level. | 89-92 | All creatures of your choice within 30 feet of you gain the Reflective Carapace feature(Any time you are targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, you are unaffected. On a 6, the you are unaffected, and the effect is reflected back at the caster as though it originated from you, turning the caster into the target.) This feature lasts for 1 minute or until it is used. |
| 41-44 | You cast Fireball as a 5th level spell. | 93-96 | Nothing happens. |
| 45-48 | You and all allies within 30 feet of you take 4d8 necrotic damage, which can’t be reduced in any way. | 97-00 | You cast Polymorph as a 4th level spell. If the target fails the save, they are turned into a Cat. |
| 49-52 | The DM randomly selects one of your allies within 30 feet of you(if there are no allies within range, you become selected). The chosen creature must roll a d20. On a 10 or higher, nothing happens. On a 9 or lower, the creature becomes incapacitated for 1 minute. This effect can be removed by Lesser Restoration, Remove Curse, or other similar effects. |
Celestial Grace
Starting at 14th level, you learn two powerful dances thought to be bestowed by the gods:
Divine Seduction. As a bonus action, choose any creature that you can see(you may also choose yourself). Whenever the chosen creature casts a spell that targets only one creature and doesn't have a range of self, they can target any amount of creatures within range of the spell. To be eligible for Diving Seduction, a spell must be incapable of targeting more than one creature at the spell's current level. If the chosen target is yourself, this benefit extends to not only your spells, but your dances as well. Whenever you use Inspiring Dances(or Moonlight Waltz), you can target any amount of creatures within range of the dance.
Encore. You can muster your strength to provide an encore to your audience, even at the brink of death. When you are reduced to 0 hit points but not killed outright, you can use your reaction to gain an amount of Hit Points equal to 1d8 times half your Bard level. You may also choose to expend any amount of Bardic Inspiration to boost the effectiveness of the encore. If you do so, you regain an additional amount of Hit Points equal to the amount rolled on the Bardic Inspiration die.
Once you use either of these effects, they cannot be used again until you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
3/15/2022 10:41:43 AM
|
8
|
0
|
.5
|
Coming Soon
|
|
|
11/9/2022 7:54:33 PM
|
18
|
0
|
--
|
Coming Soon
|
Comments