Base Class: Bard
Tempo and Stamina
Anyone can dance, and dancers are a welcoming sort usually, to spot the best of the best, one need look closer, dancers who work day after day to improve the fluidity in their rhythm, these individuals develop a personal touch to their dance that cannot be taught. There is nothing like the thrill of a dance.
Dancers bring flexibility to the table, they are quick on a dime in battle, navigating through the fray with excellent dodging capabilities. Dancers are specialists in using their momentum to swing the fight in their favor, supporting allies and hindering foes while flying through the battlefield through precise steps.
Seeking Adventure
Depending on the type of dancer, there are many reasons to explore cursed tombs, loot legendary treasures, visit wondrous cities, and observe strange creatures. Wanderlust is a feeling known to almost all dancers, something in them tells them they aren’t destined to stay where they are and dance to merely the local tune.
A dancer with adventure under their belt can brag about it at the annual dance-off or joke about how their sure footing saved their clumsy companion. They tend to be of the chaotic sort, favoring personal freedom, living life carefree and without inhibitions. After all, what is the purpose of performing if there’s no one around to see it?
Bonus Proficiencies
When you join the College of Dance at 3rd level, you gain proficiency in Athletics and Performance, as well as expertise in Acrobatics.
Unarmored Defense
Beginning at 3rd level, while wearing no armor or a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier, as the power of your presence causes hesitation.
Signature Dance
You have worked on a signature dance that you can perform so long as you are not wearing armor or wielding a shield. You can use a bonus action to commence the Signature Dance and choose a Dance Style with it. It ends early if you are knocked unconscious or incapacitated. You can also end your Signature Dance on your turn as a bonus action.
While dancing, you gain the following benefits:
- You have advantage on Dexterity checks when attempting to avoid a grapple.
- You have advantage on Dexterity saving throws.
- You and your allies' attacks within 30 feet of you deal additional damage equal to half your Dancer level (rounded up) during the first hit of each turn from an attack roll.
The range of your Signature Dance’s bonus damage increases as you level up: 30 feet at 3rd level, 90 feet at 6th level, and 150 feet at 14th level.
Your dance lasts for 1 minute. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Dances have two parts: An active effect, and a passive effect. The passive ability stays in effect until you either use another dance, take a short or long rest, or unless stated otherwise. Each active effect costs a spell slot of 1st level or higher to use.
Dance Styles
Dance of the Dragon
Upon commencing this dance, choose a damage type: poison, acid, cold, fire, or lightning.
Active. As an action, you can expend a spell slot to unleash a dragon's breath. The breath has a range of either a 15-foot cone, or a 20 by 5-foot line, and creatures in the area must make a Dexterity saving throw, taking half damage on a success. The damage is of the type chosen and is equal to 2d6 per spell slot expended, up to a maximum of 10d6.
Passive. You gain resistance to the chosen damage type.
Dance of the Shifting Sands
Active. As a bonus action, you can expend a spell slot to cast a Misty Step that can be modified to target yourself and/or any number of creatures up to the spell slot level used within 30 ft of you, bringing them with you & appearing in an unoccupied space within 5 ft of you.
Passive. At the start of each of your turns, you obtain/regain the effects of a 1st-level Armor of Agathys spell centered on yourself, which inflicts slashing damage instead of cold.
Dance of the Pouncing Feline
Active. As an action, you can expend a spell slot to fill yourself with beast-like adrenaline, causing you to pounce on a creature within range of the remaining movement speed for your current turn, making a melee weapon attack on the creature. A creature struck this way is knocked prone and takes extra slashing damage equal to 1d6 per slot level.
Passive. All attacks with your claws deal an additional 1d6 magical slashing damage and have both the finesse and the light weapon qualities.
Uncanny Dodge
Starting at 6th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Gracefulness
At level 6, you have learned how to best keep your footing in any situation, gaining the following benefits:
- You have advantage on ability checks and saving throws to avoid being knocked prone
- If you are knocked prone, you can use your reaction to immediately stand up.
- Your movement speed increases by 10 feet.
Like Everyone Is Watching
At 14th level, your dancing has become an unstoppable force that cannot be ignored:
- Whenever you commence your Signature Dance, each creature within 150 feet that can see you must make a Charisma saving throw against your spell save DC, becoming charmed by you for the duration of your dance upon failing the save. A creature can willingly fail this saving throw.
- Any creature charmed by you while you are dancing gains a +3 bonus to all ability checks, saving throws, and attack rolls.
Previous Versions
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4/11/2024 7:52:09 PM
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4/12/2024 3:14:00 PM
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Coming Soon
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