Bard
Base Class: Bard

Once upon a time, a male gnome named Zé lived deep in the forest. Zé was determined to create a unique fighting style for bards to fight and support their friends. He made the arts of the Capoeira, a martial art that combines elements of dance, acrobatics, and music. He spent years practicing and perfecting his skills, and soon he mastered and ironed out his creation. After mastering it, he wanted to share his art of Capoeira with others and teach them the art that had brought him so much joy and fulfillment. So, he decided to create a college specializing in teaching Capoeira to anyone willing to learn. Zé began by gathering a group of like-minded individuals who shared his passion for the arts. Together, they built a school deep in the forest where they could practice and teach without being disturbed. Zé named the school the College of the Capoeira, and it quickly became known throughout the land as a place of learning and enlightenment, but Zé didn't stop there. He knew Capoeira could be improved if it incorporated other dance styles worldwide. So, he began to travel far and wide, studying different dance forms and integrating them into his teachings. He learned tap, hip-hop, ballroom, and many other styles, each of which he found could be combined with Capoeira to create a unique and powerful fighting style. Years passed, and Zé's college grew in popularity, attracting students from all corners of the land. The students came from different backgrounds and cultures, but they all shared a love for Capoeira and a desire to learn from Zé. Together, they practiced and perfected their skills, becoming some of the most skilled bards in the land. Zé's College of the Capoeira had become a symbol of unity and diversity, where people from all walks of life could come together and learn from one another. And Zé himself had become a legend, a revered master who had created a new style of fighting that blended the best of different dance forms. Zé's legacy lived on as the College of the Capoeira continued to attract new students and spread the joy and power of Capoeira to all willing to learn.

Capoeira Dance Techniques

When you select this college at 3rd level, you can enter one of the dance techniques listed below as a bonus action. You change the rhythm of the battle within a 15ft area with you as the center point. Any allies within 15ft of you gain the dance technique's benefits. Your dance techniques last a number of rounds equal to your Charisma modifier. You can't perform a capoeira dance in medium or heavy armor. You must move at least 10 feet on each turn to continue dance techniques; otherwise, it ends when you end your turn. Also, you spend bardic inspiration to increase the effects of your dance techniques once per round. Spending three bardic inspirations on a dance technique unlocks a unique ability. You start over if you end the dance technique or switch to a different dance.

  • At 3rd level, you can spend 1
  • At 6th level, you can spend 2
  • At 14th level, you can spend 3 to unlock special abilities.
Ballroom Dance

Doing a Ballroom Dance, the ground turns to an excellent vinyl to help everyone easily dodge attacks. This dance increases your and your allies' armor class by 1.

  • 1 bardic inspiration- AC +2
  • 2 bardic inspiration- AC +3
  • 3 bardic inspiration- AC +4, and any allies within 5ft of you are attacked by an enemy. The enemy has disadvantage on the attack.
Hip-hop Dance   

Doing a Hip-hop Dance makes the area soft timestep and gives everyone some pep in their step. This dance increases your and your allies' movement by 10ft.

  • 1 bardic inspiration- +15ft movement
  • 2 bardic inspiration- +20ft movement
  • 3 bardic inspiration- +25ft movement, and you and your allies gain flying equal to half your speed.
Tap Dance

Doing a Tap Dance creates an elegant hardwood floor vibrating due to the shoes' clack. This dance gives you and your allies 5ft of difficult terrain area yourselves. 

  • 1 bardic inspiration- 10ft
  • 2 bardic inspiration- 15ft
  • 3 bardic inspiration- 20ft, and if an enemy enters the area, they must make a Strength saving (DC=10 +Charima modifier + Proficiency); if failed, they fall prone and succeed, they stay standing.
Rock'n'roll Dance

Doing a Rock'n'roll Dance raises everyone within 15ft of you on a rock stage to unleash the beast from within. This dance gives you and your allies 1d8 of lightning damage to your attacks.

  • 1 bardic inspiration- 2d8 lightning damage
  • 2 bardic inspiration- 3d8 lightning damage
  • 3 bardic inspiration- 4d8 lightning damage, and now you and your allies have resistance against lightning damage.
Disco Dance

Doing a Disco Dance makes glass tiles that change colors and energize everyone to keep going. This dance gives you, and your allies gain temporary HPs equal to half your Bard Level + Charisma modifier.

  • 1 bardic inspiration- 1d of inspiration added to the THPs
  • 2 bardic inspiration- 2d of inspiration added to the THPs
  • 3 bardic inspiration- 3d of inspiration added to the THPs and gained advantage against the frightened condition.
Sadiraattam Dance

Doing a Sadiraattam Dance, the ground cool desert sand that is nice between the feet or tail. This dance gives you and your allies one mirror image of yourselves. If attacked, roll a d20; if you get higher than an 11, they hit the mirror image and is destroyed.

  • 1 bardic inspiration- 2 copies and 8 or higher
  • 2 bardic inspiration- 3 copies and 6 or higher
  • 3 bardic inspiration- 4 copies and 4 or higher. The images now can do one simple command when given one by themselves.
Grass Dance

Doing a Grass Dance makes a soft grass area smooth like a cloud that helps strengthen the mind. This dance gives you and your allies a +1 to Wisdom checks.

  • 1 bardic inspiration- +2
  • 2 bardic inspiration- +3
  • 3 bardic inspiration- +4, and now you and your allies have advantage against magical effects.
Siva Afi Dance

Doing a Siva Afi Dance, the ground turns to hot coals that boil the anger inside that gives your attacks a nice burn to your foes. This dance provides you and your allies 1d8 of fire damage to attacks.

  • 1 bardic inspiration- 2d8 fire damage
  • 2 bardic inspiration- 3d8 fire damage
  • 3 bardic inspiration- 4d8 fire damage, and now you and your allies have resistance against fire damage.

Reverse

At the 6th level, when another creature damages you with a melee attack, you can use your reaction and expend one Bardic Inspiration die to reduce the damage by (your Bardic Inspiration die + your Dexterity modifier). If you roll higher, the enemies damage the remaining damage you rolled goes back at the attacker. 

Example: If a goblin attacks me and hits, dealing six damage, and if I expend a bardic inspiration, to roll a ten. That four remaining damage goes back at the goblin.

Battle Dancer

At 14th level, as an action, you spend a bardic inspiration to perform a whole 360 spin in a 20ft sphere attacking every enemy in the area. You can attack equal to what you roll on your bardic inspiration die. After the first strike, each attack takes a -1 to hit, then a -2,-3, and so on. Enemies don't get attacks of opportunity against you while doing this. You can do this again until you take a long rest.

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