Bard
Base Class: Bard

Members of the College of Movement reject the notion that music alone defines a bard’s art. To them, the body is the purest instrument—every step, leap, spin, and flourish a note in a living performance. Jugglers, dancers, acrobats, and physical comedians all find a place within this college, mastering the language of motion to captivate audiences and confound foes alike.

In battle, these performers become a blur of controlled chaos. Their routines are not merely for show but are carefully honed expressions of timing, balance, and precision. A well-timed step becomes an opening, a spinning flourish becomes a feint, and a cascade of thrown props becomes both distraction and strike. Their art lies in momentum—building it, redirecting it, and using it to shape the flow of a fight.

Those trained in the College of Movement learn to turn motion into influence. They inspire allies not through song, but through spectacle, drawing others into their rhythm and urging them forward. Enemies, meanwhile, find themselves off-balance and outpaced, struggling to react to a performer who is always one step ahead.

Whether dazzling a crowded stage or weaving through the chaos of combat, a bard of this college is never still—and never without purpose.

Level 3: Kinetic Performance

You gain proficiency in the Acrobatics skill. If you are already proficient in Acrobatics, your proficiency bonus is doubled for any ability check you make that uses it.  You also gain proficiency with improvised weapons.

Flow State
Your movement fuels your performance. If you move at least 10 feet on your turn before making a weapon attack or using your Bardic Inspiration feature, you gain one of the following benefits (your choice):

  • You gain advantage on the next weapon attack roll you make this turn.
  • When you grant Bardic Inspiration, the inspiration die increases by one step (for example, from a d6 to a d8).
  • You do not provoke opportunity attacks for the rest of your turn.

You can benefit from Flow State only once per turn.

Level 3: Performance Medium

You can use your body and motion as your performance medium. You no longer require a musical instrument to use your Bard features, provided you are able to move freely.

Juggling, dance, acrobatics, or similar physical performance can serve as your spellcasting focus for your bard spells.

Level 6: Momentum Tricks

Your fluid motion allows you to weave disruptive techniques into your performance.

When you hit a creature with a weapon attack or grant a creature Bardic Inspiration, you can apply one of the following effects:

  • Push. The target is pushed up to 10 feet away from you.
  • Trip. The target must succeed on a Strength saving throw against your spell save DC or be knocked prone.
  • Surge. One creature of your choice that can see you gains an additional 10 feet of movement until the end of its next turn.
  • Disrupt. The target has disadvantage on the next attack roll it makes before the end of its next turn.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Master of Motion

Your control over movement becomes nearly supernatural.

While you are not wearing heavy armor, you gain the following benefits:

  • You gain a climbing speed equal to your walking speed.
  • Opportunity attacks against you are made with disadvantage.
  • When you use your Bardic Inspiration feature, you can choose up to two creatures within range instead of one.

Additionally, once on each of your turns when you move through a creature’s space, you can force that creature to make a Dexterity saving throw against your spell save DC. On a failed save, the creature falls prone.


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