Base Class: Bard
The college of dance teaches bards who are exceptionally in tune with their bodies, weaving movement, combat with/without a weapon, and spell-casting into a singular art of self expression.
Dancers usually prefer small, light instruments, commonly a tambourine, a set of finger- symbols, or percussion instruments worn around the ankles, but a few manage to play other instruments while dancing.
While most dancers do not cut an imposing figure, they are highly effective fighters with or without a weapon: their graceful leaping movements can provide them with a burst of speed or the ability to make wild unpredictable movements that make them almost impossible to pin down, especially in a one on one fight. When paired with an ally, a dancer makes for frenetic, distracting presence, moving with and opposing their allies in equal measure, turning the tide of battle as if they were spinning on their own heel.
A dancer's music and kinetic energy can be infectious, and others bound up in their spell find themselves dancing along with them.
Combat Dancing
When you join the College of Dance at 3rd level, you gain proficiency
When you join the college, you abandon weaning armor and learn to use your body's movement as a fluid defense. When you are not wearing armor, or using a shield you gain the following benefits:
- If you hit a creature with an unarmed strike, you deal bludgeoning damage equal to 1d4+ your Dexterity modifier.
- You can add your Dexterity modifier to the distances you can cover making a long or high jump.
- Your Armor Class is equal to 10 + your Dexterity Modifier + your Charisma Modifier.
Dancing Flourish
Also at 3rd Level, when you are using your Combat Dancing feature to determine your AC, you can combine the arts of combat and dance. Whenever you take the Attack action on your turn with a weapon with the finesse or light properties, your movement speed increases by 10 feet until the end of your turn, and you can perform a Dancing Flourish of your choice by expending a use of Bardic Inspiration. You can use only one Dancing Flourish option per turn.
Confounding Twirl. Your dance creates a ribbon of energy, dealing additional force damage to the target equal to the number you roll on the Bardic Inspiration die. The next attack made against you has disadvantage until your next turn.
Leaping Spirals. You jump, twist and turn unexpectedly. You can take the Dodge action as a bonus action, and until the start of your next turn, the distances you can cover making a long or high jump increase by a number of feet equal to the number you roll on the Bardic Inspiration die.
Rising Rhythms. You can use your bonus action to Disengage, and gain a movement speed bonus of +10 for the rest of your turn. Until the start of your next turn, you take half damage from bludgeoning and your Strength and Dexterity saving throws receive a bonus equal to the number you roll on the Bardic Inspiration die.
Synchronized Strikes. You can take the help action as a bonus action. If the ally you are helping hits with their next attack, it deals additional force damage equal to the number you roll on the Bardic Inspiration die.
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Choose a Partner
At 6th level, you can force an enemy into a dance battle with you. As a bonus action, you cast Compelled Duel, without expending a spell slot, and you take on supernatural grace for 1 minute or until your concentration ends . For the duration, you can attack the target of the spell an additional time whenever you take the Attack action on your turn (can stack with Extra Attack).
Once you use this feature, you can't use it again until you finish a long rest.
Dance Party
At 14th Level, whenever your turn ends after you use a Dancing Flourish option, you can invite up to three friendly creatures within 30 feet of you who can see or hear you to use their reaction to dance immediately gaining hit points equal to the number rolled on your Bardic Inspiration die this turn. Until the start of your next turn, your dancing allies receive a bonus to their damage equal to their Charisma Modifier + Your Charisma Modifier.
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