Bard
Base Class: Bard

The College of Electro focuses on disrupting opponents and getting people moving.

Catchy Song

Starting at 3rd level, you gain the ability to force opponents to dance to a song. As an action, you can play an annoyingly catchy song. Choose a creature you can see that can hear you. The creature acts as if you had cast Otto’s Irresistible Dance on it. The spell still requires concentration as if you had cast it normally. Once you use this feature, you can’t use it again until you finish a long rest. 

At 6th level, once you use this feature, you can’t use it again until you finish a short or long rest.

Move to the Beat

Starting at 3rd level, whenever you move on your turn, until the start of your next turn, each of your allies that moves the exact same number of feet as you did gains a number of temporary hit points equal to your level.

Drop the Bass

Starting at 6th level, you can unleash a deafening soundwave of bass. You can now cast Thunderwave without expending a spell slot a number of times equal to your proficiency bonus. Whenever you do so, all creatures within range are pushed back 10 ft., regardless of whether they succeed on their save, and creatures that fail their save are knocked prone. This doesn’t count against your total Bard spells known. You regain all expended uses at the end of a long rest.

Fingers Flying

Starting at 14th level, you can stow or draw your bardic arcane focus without using your item interaction for your turn.

In addition, you can cast a spell that has a casting time of an action or a bonus action without that spell counting against your total actions or bonus actions, performed on your turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

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