Base Class: Bard
There are many core values to being a bard; being able to tell a heroic story, being an A class entertainer, being able to cast spells through sheer artistry alone. However, artistry isn’t restricted to instruments and song. Artistry comes in many different forms, and at the College of Dance it comes in the form of Dance.
Bonus Proficiences
When you join the College of Dance at 3rd level you can use the movements of your dance as a spellcasting focus to cast your bard spells.
You gain the fighting style Two-Weapon Fighting.
In addition, your quick physical movements give you stronger Unarmed Strikes. You can use Dexterity instead of Strength for the attack and damage of your unarmed strikes.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Dancer's Defense
Beginning at 3rd Level, while you are wearing a costume, fancy clothes, or similar garments, and no shield your AC equals 10 + your Dexterity modifier + your Charisma modifier.
Dance Performance
Starting at level 3, you can use an action to begin a graceful dance that empowers you and your allies or enfeebles your foes. Choose friend or foe when you start dancing. Any creature of the applicable type that remains within 30 feet of you and can see you is affected. Choose one of the following options:
Healing Waltz - Restores a number of hit points equal to your proficiency bonus + Cha modifier at the start of each creatures turn.
Quick Jive - Increases the speed of each creature by 10 feet or until the end of their turn if they leave range.
Stepping Quake - The area is made difficult terrain as the ground and air trembles from your dance. This does not affect your, or your partners, movement.
Vicious Debka Prerequisite: level 7 - Grants +1 to attack.
Shield Samba Prerequisite: level 7- Grants a +1 to AC and saving throws
Sweeping Break-dance Prerequisite: level 7 - Once per turn, when an affected creature hits a foe with a melee attack, they can make a free contesting Strength check to trip and knock their foe prone.
Brutal Krump Prerequisite: level 11 - Each creature affected can, on a hit, add one of your Bardic Inspiration die to their base damage once per turn. This does not consume a use of Bardic Inspiration.
Alluring Burlesque Prerequisite: level 11 - All affected creatures must make a WIS saving throw against your spell save DC when they enter the radius, or start their turn there, or be charmed by the dancer. If affected they will be unable to look away from you and will attack anyone who blocks their line of sight with their reaction while charmed in this way. Any attempts to attack someone out of line of sight will be at disadvantage. They can repeat this saving throw at the end of each turn.
Possessing Line Prerequisite: level 15 - All affected creatures must make a WIS saving throw against your spell save DC when they enter the radius, or start their turn there, or be charmed by the dancer. While charmed they will use their whole turn to mimic the dance to the best of their ability. They can repeat this saving throw at the end of each turn.
Devoted Pole Prerequisite: level 19 - You summon a Pike, with which you are proficient. This Pike counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Using this Pike you can make sweeping attacks where, on a hit, any adjacent enemies in range take the same amount of damage as the original one hit. You can alternatively stab your pike into the ground, transforming it into a dance pole, and begin dancing. You cannot attack or move while pole dancing. Any number of creatures you choose within 60 feet must make a WIS saving throw or be drawn to you, they can repeat this saving throw if harmed by a creature other than you. Affected creatures must use their whole turn to move closer. Any creature that attempts to attack or touch you will have to make a WIS saving throw or take 10d6 psychic damage. Your partner is immune to this dances effects.
This ability lasts for one minute, until you are incapacitated, grappled, or knocked prone or end it manually using a bonus action. Once you choose a dance to start with, you can change it by spending one of your bardic inspiration die as a bonus action. You can use this ability a number of times equal to your proficiency bonus.
Dance Partner
At sixth level you can choose a partner to partake in your dance performance. When you begin your dance performance, you can choose a willing creature, no action required. As long as the creature is within the radius of your dance, the dance emanates 30 feet from them as well. Additionally while a creature is selected as your partner, any effects of your dance are doubled for them. The effect remains until the dance ends or if they leave your dance radius, however they can reenter and regain its benefits again. Once you choose a partner, you can’t select another until you begin a new dance as an action or switch dances using Bardic Inspiration as a bonus action.
Faithful Partner
While you are dancing and you have a dance partner within range, if an attack would cause you or them to be reduced to 0 hit points, you can use your reaction and sever the connection and end your performance early and instead only drop to 1 hit point. Once you use this feature, you must finish a long rest before you can use it again.
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