Bard
Base Class: Bard

The College of Grace is the home of the most agile and limber bards.  Instead of singing songs and reciting poems, the bards use their movements and their bodies to channel their bardic magic.  By learning and carrying out complex dance steps and, thee bards push their abilities to new limits.

Magical Movement

When you join the College of Grace at 3rd level, you channel magic through your motions and dances.  You may use your body as a spellcasting focus as long as you are not grappled or restrained.

Bardic Dances

Also at 3rd level, you begin to learn magical dances to aid you in your adventures.  You learn 3 dances at 3rd level, an additional dance at 7th level, and one more at 11th level.  You can trade out any of your learned dances whenever you gain a level in this class.

Bewilderment

As an action, you can expend 10 feet of movement to carry out a confounding series of steps force a number of creatures equal to your Charisma modifier within 30 feet of you that can see you to make Wisdom saving throws against your spell save DC or become confused until the end of its next turn.

Blade Pirouette

As an action, you may expend 1 use of bardic inspiration to draw your weapon and spin in a blindingly fast circle.  Make a melee weapon attack against each creature within 5 feet of you.  On a hit, roll your bardic inspiration die and add the number rolled to the damage for each creature you hit.

Charming Grace

As an action, you can expend 10 feet of movement to carry out a confounding series of steps force a number of creatures equal to your Charisma modifier within 30 feet of you that can see you to make Wisdom saving throws against your spell save DC or become charmed by you until the end of your next turn.

Evasive Twirl

As an action, you may expend 10 feet of movement to spin away from oncoming attackers, adding your Charisma modifier to your AC until the end of your next turn.

Focusing Flow

You may expend 10 feet of movement as a free action to carry out a series of subtle, repetitive movements.  When you do so, all friendly creatures within 10 feet of you can't be charmed or frightened.

Kick Dust

As a bonus action, you may spend 10 feet of movement to move your legs, stirring up debris and sending dust flying in a 15 foot cone causing each creature in the area to become blinded until the end of your next turn

Liberating Motion

You may expend half your movement to immediately escape from a grappled condition.

Luck Dance

You may choose to forgo any movement on your turn.  If you do so, you may use your reaction if you are targeted by an attack or harmful spell to move up to your full speed without provoking opportunity attacks.

Marching Order

You may expend 10 feet of movement as a bonus action to grant a number of creatures equal to your Charisma modifier within 30 feet of you that can see you an additional 10 feet of movement to use before the beginning of your next turn.

Motion of the Wind

As an action you can expend 10 feet of movement to whip your body, moving the air around you.  You may force one creature within 30 feet of you to make a Strength saving throw against your spell save DC or be pushed or pulled 10 feet in a straight line from or toward you (your choice).

Quick Step

You may expend 1 use of bardic inspiration to use the Dash action as a bonus action this turn.

Shadow Dance

You may a bonus action to expend 10 feet of movement to dive quickly into the shadows, teleporting instantly to an area of dim light or darkness within 30 feet of you.

Stirring Steps

You may expend half your movement as a bonus action to perform an inspiring dance granting a number of creatures equal to your Charisma modifier within 30 feet of you that can see you advantage on the next attack roll or saving throw they make before the end of your next turn.

The Show Goes On

On your turn, you may expend half of your movement while concentrating on a spell to carry out a complex set of dance maneuvers.  You may use your Charisma saving throw modifier instead of your Constitution saving throw modifier to maintain concentration on your bard spells until the end of your next turn.

War Dance

As an action, you may expend 10 feet of movement to choose one creature within 30 ft of you that can see you.   You may subtract your Charisma modifier from that creature's AC until the end of your next turn.

Light Feet

Starting at 6th level, your movement speed increases by 10 feet.  In addition, difficult terrain only slows your movement by 10 feet.

Inspiring Dance

At 14th level, your dances lift the spirits of those close to you.  Whenever you use one of your bardic dances, you may grant 1 bardic inspiration die to a creature within 30 feet of you that can see you without expending a use of your bardic inspiration feature.

Comments

Posts Quoted:
Reply
Clear All Quotes