Base Class: Bard
The beginnings were just a test, beyond everything else you wanted to test how far your capabilities for flair could take you. This led to something strange and new, taking a spell from someone whom you shouldn't have been able to use by ways of creativity and pure unaware grasp of the magics at large. But there it was, something of pure flame that didn't even seem to burn your skin, crackling and glowing gently as you slowly spun it between your fingers.
From then on, it just became a more elaborate game of catch-up with what seemed to hold the world together, using it in ways unheard of with performances involving (primarily although not exclusively) the fire you started with. It started as sticks, nothing immediately recognisable to anyone beyond that, but soon it developed into performing with more elaborate shapes that resembled Swords, Chakrams, Arrows and Bows (even perhaps combining them to make the performance more of a blast) and much more not beholden to such simplistic examples.
Standing on the precipice of creating something exciting and fantastical, all that was left is to share it with the world, in whatever manner they saw fit.
Level 3: Scathing Performance
You've found your fire to be a much better deterant than your words, especially when it comes to pesky hecklers. Whenever a creature succeeds on an ability check or attack against you or an ally within 60 feet of you, you may take a reaction to expend one use of Bardic Inspiration; roll the Bardic Inspiration die and subtract the number rolled from the creature’s roll, potentially turning the hit into a miss or the success into a failure.
Dancer's Acts
With meticulous practice and refined understanding, the Dancer can make fire spun into intricate designs like a tapestry. Each being more useful than the last for fantastical tricks, means putting them to work can be a challenge to overcome
| Bard Level | Prepared Spells |
|---|---|
| 3 | Control Flames, Fire Bolt, Flame Blade |
| 5 | Flame Arrows, Fireball, [Tooltip Not Found] |
| 7 | Absorb Elements, Fire Shield |
| 9 | Conjure Minor Elementals, Flame Strike |
Level 6: Dance Partner
On your turn, you may use your action to choose one other character within 15 feet and request to dance with them. Agreeing to this will use their reaction, but doing so allows for you to move directly towards them despite terrain difficulties, going anywhere within 5 feet of the chosen Dance Partner. Once there, both characters are allowed to take one free action of their choosing, although it is encouraged to do so in tandem as it may allow for interesting possibilities.
You have uses equal to your proficiency modifier, reseting upon a short or long rest.
Level 14: Finishing Act
As a final, grand finale to whatever may be happening currently, instead of doing any normal actions, you may spend every piece of action economy except your reaction (action, bonus action, movement) to perform one major act in an attempt to sway the fight or captive audience. From this, you may cast 3 spells at once in a rapid flurry of movement and dance, each being susceptable to a seperate counterspell although all setting off at once.
After this, you will gain one level of exhaustion, also requiring the need for a long rest in order to use this ability again.