Base Class: Bard
While most bards cast their magic through instruments, the College of Grace emphasizes the physicality of music through dance and movement. Grace Bards view combat as a dance, best performed with a partner they can use as a counterpoint. Grace bards are rarely the most lethal individuals in combat, but their unique ability to synergize attacks and magic with an ally exponentially increases their value to an adventuring party. One can find both melee and ranged, physical and magical styles in Grace bards, but across all disciplines, a Grace bard specializes in fast rhythmic coordination with allies to build momentum and overwhelm an enemy.
Bonus Proficiencies
Grace Bards favor light, fast weapons, especially those that they can use at range. You gain proficiency with martial ranged weapons that lack the heavy property and martial melee weapons that possess the finesse or thrown property. These weapons include the blowgun, longbow, net, scimitar, trident, and whip.
Battlefield Mobility
A Grace Bard is always a welcome ally on the battlefield. You move quickly across the field of combat, aiding allies and hindering enemies as you can. You can use the Help, Disengage, and Dash actions as bonus actions, and when you use the Help action to aid an ally in attacking a creature, the target of that attack may be within 30 ft. of you if it can see or hear you.
In addition, if you move 5 feet or more during your turn, any spell you cast subsequently to that movement is cast as though you were using a spellcasting focus or component pouch without needing a hand to hold it.
Pas de Deux
Also at 3rd level, you learn to bring synergy to a chosen partner on the battlefield. As a bonus action, you can designate one ally within 30 feet that you can see as your dancing partner. Whenever you grant Bardic Inspiration to an ally, your dancing partner also receives a Bardic Inspiration die. In addition, whenever you cast a single-target spell on an ally, your dancing partner also receives the benefit of that spell as if it were cast on them at the same level. The designation ends if either you or your dancing partner is rendered unconscious or dies or if either of you ends your turn more than 30 feet away from the other. You may use this feature a number of times equal to your proficiency bonus, and you may only have one dancing partner at any given time. You regain any expended uses of this feature when you finish a long rest.
Momentum
Starting at 6th level, you and your dancing partner gain magical momentum by attacking the same foe in rhythm. Each time you or your dancing partner roll an attack against an enemy, the attacker gains a bonus to the attack roll equal to the cumulative number of consecutive attacks both of you have made against that enemy. If either of you make an attack roll against a different enemy, including as a reaction, the momentum is broken, and the bonus resets to zero for both of you.
Seamless Partnership
At 14th level, you and your dancing partner have achieved peerless synergy. Whenever you or your dancing partner deals more than 1 point of damage to an enemy within range that you can both see, the other may use their reaction to make an attack roll against that enemy using a weapon or cantrip. If that attack also hits, it is an automatic critical hit.
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