Base Class: Bard
This school of Bards is reserved for Actors and Performers that excel at physical expertise of the movement of their own body. They use both the skill of their nimble limbs and elaborate charm to woo an audience. They have perfected the agility of their body in a way not unlike Monks, but add a spice of purposely visually impressive and unpredictable bodily movement.
It is mostly home to Circuses, Gipsy's and other traveling performers, but do some Bards also use their nimble body and excellent speed to their advantage in combat. Many a person might underestimate their abilities in battle due to the implied purpose of their proficiency, but are they, just like any other Bard, impressive fighters that outwit their enemies with the often bizarre way they can move their bodies.
Unarmored Defense
Starting at 3rd level, while wearing no armor, your AC is that equal of 10 + your Dexterity Modifier + your Charisma Modifier. You can use a shield and still get this benefit.
Staff Expertise
At 3rd level, a Quarterstaff and Spear counts as a finesse weapon to you and when holding either one while using the versatile feature, your AC increases by +2. This bonus counts as using a shield.
Also, while holding a Quarterstaff, Spear or 10-foot pole, you can long and high jump after only moving 5ft. Additionally, if you move at least 10ft on foot, you can add 10ft to your Long Jump and 5ft to your High Jump with a Quarterstaff or Spear, or double those values if you use a 10-foot pole.
Slippy Motion
Your body moves so nimble that it can be difficult for an enemy to pin you down while you abuse the flexibility of your limbs to avoid their attacks and hit them back when and where they least expect it.
Beginning at 3rd level when an attack roll is made against you, you can use your reaction to expend one of your Bardic Inspirations and add its die to your AC until the end of the turn after seeing the roll, but before knowing if it will hit or miss. If the creature then misses and is within 5ft of you, you can decide to either deal damage to the same creature equal to the roll of the Bardic Inspiration die + your Dexterity modifier or move up to 5ft as part of the same reaction. The movement using this feature won't provoke attacks of opportunity.
Light-footed Performer
Starting at level 6, you ignore difficult terrain and you have advantage on Saving Throws against getting knocked prone.
Snakish Body
Once reaching 6th level, you can manipulate your body to fit into tight spots you normally couldn't, even if that means temporarily dislocating a joint or two. You can move through a tight space one size smaller than you without moving at half speed. Additionally, you can fit into any space that reasonably can hold your body size.
Additionally, if you use a grapple on a creature, you can instead decide to do so with your legs. If you do, your walking speed will be reduced to 0 and you won't be able to shove or otherwise move the creature while grappling this way, but can still pin them. You may also decide to grapple them with all four limbs. If you do, the creature is considered restrained and also has disadvantage on Skill Checks to break the grapple. You are also considered restrained but can break the grapple as a free action on your turn or as a reaction on another's turn. Additionally, instead of a Strength (Atheltics) check, you can instead use a Dexterity (Acrobatics) check for grappling a creature.
Lightning Reflexes
When you reach 14th level, you can use 2 reactions every round. Additionally, you can grant a creature a Bardic Inspiration using a reaction.
Previous Versions
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6/16/2021 12:39:52 AM
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1.1
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Coming Soon
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