Base Class: Bard
Bards of the College of Dance are practiced artists of the battlefield, leaping, twisting, twirling, and flowing through any terrain. To these bards, the world is their stage, and they are not shy to share their expertise in the art of dance. This college of bards is vast and diverse, with many different genres and styles of dance. This college's members are scattered across the many races and peoples of the D&D worlds. Nearly all cultures and peoples of these worlds have some type of traditional dances, from the aerial sky-dances of the aarakocra, the war dances of the goliaths and orcs, the swift and elegant dances of the elves, and the underwater sword-dancing tritons.
Bonus Proficiencies
When you join the College of Dance at 3rd level, you gain proficiency with the Acrobatics and Performance skills, as well as two more skills of your choice.
Dance Styles
When joining the College of Dance at 3rd level, you learn a myriad of dance styles. As a bonus action, you may start your dance. These dances last until you are reduced to 0 hit points, knocked prone, paralyzed, grappled, or otherwise forced to stop moving. You may also use a second bonus action to stop dancing. The number of times you may use this feature is equal to half your Bard level, rounded down + your proficiency bonus. This number then resets after a long rest. The effects of your various dances are listed below.
Dance Styles
- Flamenco. Your intense footwork leaves you difficult to catch. When dancing flamenco, you gain a temporary +1 to your AC. You may also use the dash or disengage actions as a bonus action.
- Salsa. You pick a creature that you can see within 30 feet. If this creature is friendly towards you, they become your dance partner. This grants each of you advantage on attack rolls if you are within 10 feet of one another. If this creature is hostile toward you, or unwilling to dance, they must succeed on a Wisdom saving throw or become enthralled in your dance. If this happens, the hostile creature must succeed on a Wisdom saving throw before attacking you or choose a nee target. This effect ends on the hostile creature if they succeed the saving throw.
- Cha Cha. When dancing Cha Cha, you are able to easily able to incorporate weaponry into your dance. When you make a melee attack while performing this dance, you deal the normal damage + your charisma modifier. Additionally, if that attack hits, they must succeed a strength saving throw or be disarmed. If that attack was a critical hit, they are immediately disarmed.
Enhanced Attacks
At 6th level, you fully learn to incorporate dance into your fighting. When you make a melee attack, it counts as magical for the purpose of overcoming resistance or immunity.
Dynamic Movement
Your erratic movements allow you several benefits when using ranged spell attacks. These benefits are listed below.
- When you cast a spell that requires you to make an attack roll. That spell’s range is doubled.
- Your ranged spell attacks ignore half and three-quarters cover.
Additional Dance Styles
At 14th level, you learn two new dance styles. These dance styles have the same restrictions as the styles you learned at 3rd level. The dances and their effects are listed below.
Additional Dance Styles
- Dance of the Dragon. When performing the Dance of the Dragon, you become fueled by a Draconic spirit. Roll a d10. Any attack you make gains 1d8 extra damage of the corresponding type. Consult the table below for the damage types.
Damage Types
d10 Damage type 1-2
Acid
3-4
Lightning
5-6
Fire
7-8
Poison
9-10
Cold
- Dance of the Gods. When performing the Dance of the Gods, you may add 1d10 radiant damage to any attack you make. Additionally, if this dance ends because you have dropped to 0 hit points, you have advantage on your first death saving throw.
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