Bard
Base Class: Bard

The Stage is Set. Let the Dance Begin.

While other Bards find magic in song or story, those of the College of Battle Dancers find it in motion. To them, a battlefield is a stage, and they are its choreographers. They know that the cosmos does not just dance gracefully; it collides with explosive force. These Bards channel that brutal harmony, turning their bodies into instruments of both enchanting performance and martial perfection.

Designer's Note: Parts of this subclass are a comprehensive rework inspired by the College of Dancers subclass, created by D&D Beyond user Gimpocalypse. The original can be found by searching for the subclass title and creator on D&D Beyond. Other parts are a slight rework of the original 2024 College of Dance subclass created by the fine folks at Wizards of the Coast. I built upon the wonderful thematic foundations of both to create a version focused on unarmed combat and tactical battlefield control. It is built to be a mid-liner; a controller. This credit is a thank you to those who created the work they put forth.
Designer's Note (part 2): I've decided to make all dances require either a Bonus Action or a Reaction, depending on the dance. I've also ensured that all features that last into the Battle Dancer's next round to end at the end of their next turn rather than at the start. This allows the Battle Dancer to potentially take advantage of their own dance if their allies, for some reason, fail to do so. This also allows a Battle Dancer who might be playing a Solo game to still take advantage of their own dances more easily. I also updated The Encore, renaming it to Encore. It now requires all Bardic Inspiration dice to activate, but it also grants buffs to the Battle Dancer that last till the end of their next turn. This was to ensure they can survive if they are on the front line granting an ally a second turn. Also this allows a Solo player something they can use the feature for if no allies are present. Now this feature feels more like a true Encore as it should have from the beginning. I hope you all like the changes. I'd appreciate feedback.

Level 3: Dazzling Footwork

Beginning at level 3, while you aren't wearing armor or wielding a Shield, you gain the following benefits:

  • Dance Virtuoso. You may use the artistry of your dance to channel your magic as though it were a focus for your spells. You also have Advantage on any Charisma (Performance) checks you make that involve you dancing.
  • Unarmored Defense. Your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.
  • Agile Strikes. When you expend or use a Bardic Inspiration die as part of an Action, a Bonus Action, or a Reaction, you can make one Unarmed Strike as part of that Action, Bonus Action, or Reaction.
  • Bardic Damage. You can use Dexterity instead of Strength for the attack rolls of your Unarmed Strikes. When you deal damage with an Unarmed Strike, you can deal Bludgeoning damage equal to a roll of your Bardic Inspiration die plus your Dexterity modifier, instead of the strike’s normal damage. This roll doesn't expend the die.

Level 3: Dancer's Repertoire

Starting at 3rd level, as a member of the College of Battle Dancers, you learn not only how to perform many beautiful dances, but also how to work your magic into those dances. You now have a Repertoire of Dances, listed below, fueled by your Bardic Inspiration dice.

  • Dances Known. You know all of your dances from any given level. You prepare three dances of your choice at 3rd level, two additional dances at 6th level, and one additional dance at 14th level. You can use only one dance per round, except for dances that require a reaction.
  • Dance Rehearsal. After a long rest, with a 10-minute performance rehearsal, you can replace one dance that you know and have prepared with one you know, but don't have prepared.
  • Saving Throws. Some of your dances require your targets to make a saving throw to resist the dance's effects. The DC is 8 + your Proficiency Bonus + your Charisma modifier.
  • Line-of-Sight Requirements. You require your targets to see you when your dance begins, and you must see your targets to select them. When a dance begins, all targets must be within the range listed within each dance.
Beguiling Beat

Available at Level 3
Bonus Action

As a bonus action, you may expend a Bardic Inspiration die to perform a captivating dance that distracts foes. Choose one creature within 30 feet. The creature must make a Wisdom saving throw against your spell save DC. On a failed save, it takes Psychic damage equal to a roll of your Bardic Inspiration die, and it has the Charmed condition until the end of your next turn. While Charmed, the creature has the Incapacitated condition and a Speed of 0. The condition ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. On a successful save, the target takes half damage.

Coordinated Crescendo

Available at Level 3
Reaction

As a reaction, when an ally within 30 feet, which can include you, hits a creature with a weapon or spell attack, you may expend a Bardic Inspiration die to signal another ally within 30 feet, to immediately use its reaction to make a weapon or spell attack against the same creature, as long as it is within range. The ally who makes this attack adds the Bardic Inspiration die to its attack roll. If the attack requires one or more attack rolls, add the Bardic Inspiration die to the first attack only.

Crippling Can-Can

Available at Level 3
Bonus Action

As a bonus action, you may expend a Bardic Inspiration die to perform a high-kicking dance that slams foes beneath your feet. Choose one creature within 5 feet. The creature must make a Dexterity saving throw against your spell save DC. On a failed save, it takes Bludgeoning damage equal to a roll of your Bardic Inspiration die and has the Prone condition. On a successful save, the target takes half damage.

Defensive Disco

Available at Level 14
Reaction

As a reaction, when an ally within 30 feet, which can include you, takes Acid, Cold, Fire, Lightning, Poison, or Thunder damage, you may expend a Bardic Inspiration die to perform a rhythmic dance that shields allies with cosmic energy. The target has resistance to the triggering damage type until the end of your next turn.

Disorienting Tarantella

Available at Level 3
Bonus Action

As a bonus action, you may expend a Bardic Inspiration die to perform a dizzying Tarantella that confuses foes. Choose a number of creatures within 30 feet, equal to your Proficiency Bonus. Each creature must make a Wisdom saving throw against your spell save DC. On a failed save, it takes Psychic damage equal to a roll of your Bardic Inspiration die, can't take reactions, and must roll a d6 at the start of its turn to determine its behavior: 1, the target doesn't take an action, and it uses all its movement to move, rolling 1d4 for the direction (1-north, 2-east, 3-south, 4-west); 2-5, the target doesn't move or take actions; 6, The target doesn't move, and it takes the Attack action to make one melee attack against a random creature within reach. If none are within reach, the target takes no action. This effect lasts until the end of your next turn. On a successful save, the target takes half damage.

Disruptive Charleston

Available at Level 3
Bonus Action

As a bonus action, you may expend a Bardic Inspiration die to perform a thunderous Charleston, unsettling enemies. Choose a number of creatures within 30 feet, equal to your Proficiency Bonus. Each creature must make a Constitution saving throw against your spell save DC. On a failed save, it takes Thunder damage equal to a roll of your Bardic Inspiration die, and has the Deafened condition and Disadvantage on ability checks until the end of your next turn. On a successful save, the target takes half damage.

Entrancing Sarabande

Available at Level 6
Bonus Action

As a bonus action, you may expend a Bardic Inspiration die to perform a hypnotic dance. Choose a number of creatures within 30 feet, equal to your Proficiency Bonus. Each creature must make a Wisdom saving throw against your spell save DC. On a failed save, it takes Psychic damage equal to a roll of your Bardic Inspiration die, and it has the Charmed condition until the end of your next turn. While Charmed, the creature has the Incapacitated condition and a Speed of 0. The condition ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. On a successful save, the target takes half damage.

Feisty Salsa

Available at Level 3
Reaction

As a reaction, when an ally within 30 feet hits a creature with a melee weapon attack, you may expend a Bardic Inspiration die to perform a vibrant, elemental dance, vibrating the air around them with a flourish. Choose one of the following elemental damage types: Acid, Cold, Fire, Lightning, Poison, or Thunder. The creature must succeed on a Dexterity saving throw against your spell save DC or take damage of the chosen type equal to a roll of your Bardic Inspiration die. On a successful save, the target takes half damage.

Fortifying Fandango

Available at Level 14
Bonus Action

As a bonus action, you may expend a Bardic Inspiration die to perform a protective dance that weaves cosmic threads to strengthen allies. Choose a number of allies, which can include you, within 30 feet, equal to your Proficiency Bonus. Until the end of your next turn, each ally gains a bonus to AC equal to a roll of your Bardic Inspiration die.

Graceful Sway

Available at Level 14
Reaction

As a reaction, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you may expend a Bardic Inspiration die, adding the die roll to the save, and instead take no damage if you succeed on the saving throw and only half damage if you fail. If any allies within 5 feet of you are making the same Dexterity saving throw, you can share this benefit with them for that save. You can't use this feature if you have the Incapacitated condition.

Harmonizing Haka

Available at Level 3
Reaction

As a reaction, when an ally within 30 feet fails a saving throw, you may expend a Bardic Inspiration die to perform a rhythmic dance that bolsters their resilience, defiant of the failed saving throw. The ally gains a bonus to the saving throw equal to a roll of your Bardic Inspiration die, potentially causing the save to succeed.

Haunting Mazurka

Available at Level 6
Bonus Action

As a bonus action, you may expend a Bardic Inspiration die to perform a chilling dance that terrifies foes. Choose a number of creatures within 30 feet, equal to your Proficiency Bonus. Each creature must make a Wisdom saving throw against your spell save DC. On a failed save, it takes Psychic damage equal to a roll of your Bardic Inspiration die and has the Frightened condition until the end of your next turn. On its turn, it takes the Dash action and moves away from you by the safest route. On a successful save, the target takes half damage.

Inspiring Bolero

Available at Level 6
Bonus Action

As a bonus action, you may expend a Bardic Inspiration die to perform an upbeat dance that invigorates your allies. Choose a number of allies, which can include yourself, within 30 feet, equal to your Proficiency Bonus. Each ally gains a number of temporary HP equal to a roll of your Bardic Inspiration die + your Charisma modifier + your Bard level.

Marking Minuet

Available at Level 3
Bonus Action

As a bonus action, you may expend a Bardic Inspiration die to perform a precise dance that marks a foe as the antagonist of your performance. Choose one creature within 30 feet. Until the end of your next turn, the first attack roll made by an ally (including you) against the chosen creature is made with Advantage. If the attack deals damage, it deals additional damage equal to a roll of your Bardic Inspiration die, and this dance ends.

Mobilizing Mambo

Available at Level 14
Bonus Action

As a bonus action, you may expend a Bardic Inspiration die to perform a dynamic dance that spurs you and your allies into motion. Choose a number of allies, which can include you, within 30 feet, equal to your Proficiency Bonus. Until the end of your next turn, each ally can take the Dash action as a bonus action on their turn. If you are an affected target, you can also take the Dash action as part of the activation of this dance or on your next turn.

Radiant Flamenco

Available at Level 3
Bonus Action

As a bonus action, you may expend a Bardic Inspiration die to perform a dazzling dance that blinds foes. Choose one creature within 30 feet. The creature must make a Constitution saving throw against your spell save DC. On a failed save, it takes Radiant damage equal to a roll of your Bardic Inspiration die and has the Blinded condition. The condition persists until the end of your next turn. On a successful save, the target takes half damage.

Soothing Capoeira

Available at Level 6
Bonus Action

As a bonus action, you may expend a Bardic Inspiration die to perform a slow, relaxing dance to heal your companions. Choose a number of allies, which can include yourself, within 30 feet, equal to your Proficiency Bonus. Each ally restores a number of HP equal to a roll of your Bardic Inspiration die + your Charisma modifier + your Bard level.

Transporting Tango

Available at Level 3
Bonus Action

As a bonus action, you may expend a Bardic Inspiration die to perform a graceful dance that repositions you and an ally. Choose one ally within 5 feet of you. You can immediately move up to half your speed to an unoccupied space, and the chosen ally moves with you, remaining within 5 feet of you throughout the movement. Moving in this way does not trigger Opportunity Attacks.

Level 6: Tandem Footwork

Upon reaching level 6, when you roll Initiative, you may expend one use of your Bardic Inspiration if you don't have the Incapacitated condition. When you do so, roll your Bardic Inspiration die; you and each ally within 30 feet of you who can see you gain a bonus to Initiative equal to the number rolled.

Level 14: Encore

Starting at 14th level, your exceptional dancing talents allow you to pour every ounce of your artistry into a breathtaking performance. As an action, if you currently have your maximum number of Bardic Inspiration uses available, you can expend them all at once to perform your ultimate Encore. Choose one ally within 5 feet of you who has already taken a turn this round. That ally immediately takes another turn after this action resolves. This extra turn follows all the normal rules for a turn. You can use this feature only if you have not used a Bonus Action during this round.

After performing your Encore:

  • You cannot take a Bonus Action or Reaction until the start of your next turn.
  • Your Speed, if any remains, becomes 0 until the start of your next turn.

Until the end of your next turn, you gain resistance to all damage and advantage on all saving throws.

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