Bard
Base Class: Bard

Bards of the College of Dance feel the rhythm of music course through their being and cannot help but dance to the beat. Weaving exotic and expressive movements to the music they hear, they try to bring joy and spectacle even to the fiercest situation. Most are found in travelling troupes or surrounded by adoring crowds, they are always the life of the party and uplift all who see them.

 

Flow of the Music

When you join the College of Dance at 3rd level, your flowing movements make it hard for enemies to strike at you. While not wearing armor or a shield your AC equals 10 + your Dexterity modifier + your Charisma modifier. Additionally, you can instead dance as a focus instead of an instrument as long as you can still move freely.

Rythmatic Steps

At 3rd level, you have learned to combine the art of combat and dancing to create a unique style of fighting. You know the following dances and can implement them while fighting.

Moving Mambo. Whenever you use your action to take the Dash action, you can expend one use of your Bardic Inspiration. You may add the number rolled to your AC until the start of your next turn.

Countering Capoeira. Whenever you use your action to take the Dodge action, you can expend one use of your Bardic Inspiration. Until the start of your next turn, if a creature within 5 feet of you targets you with an attack, you can use your reaction to make a melee weapon attack against that creature. The attack does additional damage equal to the number you roll on the Bardic Inspiration die.

Bolstering Bolero. Whenever you use your action to take the Disengage action, you can expend one use of your Bardic Inspiration. You gain Temporary Hit Points equal to the number you roll on the Bardic Inspiration Die.

Always Moving

At 6th level, your movements are fluid and make you hard to lock down. Your speed increases by 10 feet. Additionally, you can move up to half your speed as a reaction when an enemy moves into your reach. This movement doesn't provoke opportunity attacks.

 

Show Stopper

At 14th level, you can use an action to begin an attention grabbing dance for 1 minute, until you are incapacitated or otherwise unable to move. Once on each of your turns while you are dancing, you can force a number of creatures within 30ft of you that can see you equal to your spellcasting modifier (minimum of 1) to make Wisdom saving throw against your spell save DC. On a failed save, the creature is stunned until the start of your next turn. On a successful save, the creature is immune to this effect for the next hour. Creatures immune to the charmed condition automatically succeed on the save. Once you use this feature, you can’t do so again until you finish a long rest.

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