Base Class: Bard
By taking up the college of dance, no longer must you be like other bards and inspire with word or song, but now with dance! As a dancer bard you will have different abilities that allow you to help your party!
Standard Step
At 3rd level,
Using your bonus action during Standard Step, you may expend one bardic inspiration in order to use two of the following abilities. Abilities cannot be doubled up.
Emboite - Engulf your weapons in fire. If you use your attack action alongside this ability, you ignite your weapons in flames that deal additional fire damage equal to your bardic inspiration die.
Entrechat - You begin to feel lighter on your feet. You can move past one single enemy without causing an opportunity of attack, you may also move through one space occupied by a hostile creature.
Jete - You can feel the natural mana coalesce around you. Your magical dance weaves a healing spirit to heal you and up to a number of friendly creatures equal to your proficiency bonus. The heal is equal to your bardic inspiration die roll + charisma mod.
Pirouette - You're a star, and everyone's eyes are on you. You can attempt to charm up to two creatures up to 30ft away equal to your spell save dc. creatures who succeed on the save will not know that you tried to charm them and creatures charmed in this way act friendly towards you until you cause harm to them or someone they are close too.
When using Standard Step you may designate one friendly creature as your dance partner (within 10 ft) who gains the benefits of your standard step actions, as a free action.
Dance Partner
At 3rd level,
At the beginning of Combat, you may designate one friendly creature as your dance partner. While within 10 feet of one another you can use the following actions/bonus actions.
Quick Change - You can use your reaction to increase your partner's AC equal to your proficiency bonus and swap places with them.
Feint Step- You can use your reaction to give the help action to your partner when they are within 10ft of you & are not incapacitated.
Devilment- Use your bonus action to allow you and your dance partner to make a Melee/Ranged weapon attack (Spells are not applicable to this ability), then add your bardic inspiration die to the damage of either your attack or your partners attack (must be decided before the damage is rolled, does not consume a bardic die)
If your dance partner falls unconscious, they lose the dance partner status and you may not designate a new dance partner until completing a full standard step action.
Shield Samba
At 6th level,
Using your reaction you can invoke disadvantage on attacks towards friendly creatures within a 30 ft radius of you. The creature must make a wisdom saving throw vs performance check.
This ability does not affect AoE abilities such as fireball.
This can be used to invoke disadvantage on one set of attacks. If a creature attacks with something akin to Action surge, shield samba does not apply to the second set of attacks.
Curing Waltz
Starting at 14th level
Using your action, you can choose a number of creatures equal to your charisma mod within 60 feet of you. Each creature within 60 feet of you gains hp equal to 5 rolls of your bardic inspiration die (this does not use up your bardic inspiration) + charisma modifier. You can use this ability once per long rest.
Previous Versions
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9/10/2023 9:01:07 PM
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5e
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3/31/2024 11:17:53 PM
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5e
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4/7/2024 10:05:30 PM
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23
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