The Bard Nobody Asked For

by crazyfuton

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The Bard Nobody Asked For (WIP)


Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her song—knowledge of the people who constructed the monument and the mythic saga it depicts.


A stern human warrior bangs his sword rhythmically against his scale mail, setting the tempo for his war chant and exhorting his companions to bravery and heroism. The magic of his song fortifies and emboldens them.


Laughing as she tunes her cittern, a gnome weaves her subtle magic over the assembled nobles, ensuring that her companions’ words will be well received.


Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds.

Music and Magic

In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells and powers.

The greatest strength of bards is their sheer versatility. Many bards prefer to stick to the sidelines in combat, using their magic to inspire their allies and hinder their foes from a distance. But bards are capable of defending themselves in melee if necessary, using their magic to bolster their swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do almost anything well. Bards become masters of the talents they set their minds to perfecting, from musical performance to esoteric knowledge.

Learning from Experience

True bards are not common in the world. Not every minstrel singing in a tavern or jester cavorting in a royal court is a bard. Discovering the magic hidden in music requires hard study and some measure of natural talent that most troubadours and jongleurs lack. It can be hard to spot the difference between these performers and true bards, though. A bard’s life is spent wandering across the land gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But a depth of knowledge, a level of musical skill, and a touch of magic set bards apart from their fellows.

Only rarely do bards settle in one place for long, and their natural desire to travel—to find new tales to tell, new skills to learn, and new discoveries beyond the horizon—makes an adventuring career a natural calling. Every adventure is an opportunity to learn, practice a variety of skills, enter long-forgotten tombs, discover lost works of magic, decipher old tomes, travel to strange places, or encounter exotic creatures. Bards love to accompany heroes to witness their deeds firsthand. A bard who can tell an awe-inspiring story from personal experience earns renown among other bards. Indeed, after telling so many stories about heroes accomplishing mighty deeds, many bards take these themes to heart and assume heroic roles themselves.

Creating a Bard

Bards thrive on stories, whether those stories are true or not. Your character’s background and motivations are not as important as the stories that he or she tells about them. Perhaps you had a secure and mundane childhood. There’s no good story to be told about that, so you might paint yourself as an orphan raised by a hag in a dismal swamp. Or your childhood might be worthy of a story. Some bards acquire their magical music through extraordinary means, including the inspiration of fey or other supernatural creatures.

Did you serve an apprenticeship, studying under a master, following the more experienced bard until you were ready to strike out on your own? Or did you attend a college where you studied bardic lore and practiced your musical magic? Perhaps you were a young runaway or orphan, befriended by a wandering bard who became your mentor. Or you might have been a spoiled noble child tutored by a master. Perhaps you stumbled into the clutches of a hag, making a bargain for a musical gift in addition to your life and freedom, but at what cost?

Image Credit to WotC, PHB
The Bard
Level Prof. Bonus Features Bardic Die Cantrips Known Spells Known Spell Points Max Spell Level Artistic Expressions
1st +2 Musical Magic, Bardic Inspiration, Magical Secrets d6 2 2 1 1st
2nd +2 Artistic Expression, Skill Mastery d6 2 3 2 1st 2
3rd +2 Bard College, Magical Secrets d6 2 4 3 2nd 2
4th +2 Ability Score Improvement, Rhythms of Battle d6 3 5 4 2nd 2
5th +3 Font of Inspiration, Magical Secrets d8 3 6 5 3rd 2
6th +3 Bard College Feature d8 3 7 6 3rd 3
7th +3 Magical Secrets d8 3 8 7 4th 3
8th +3 Ability Score Improvement d8 3 9 8 4th 3
9th +4 Magical Secrets d8 3 10 9 5th 3
10th +4 Bard College Feature d10 4 10 10 5th 3
11th +4 Bardic Arcanum d10 4 11 11 5th 4
12th +4 Ability Score Improvement d10 4 11 12 5th 4
13th +5 Bardic Arcanum d10 4 12 13 5th 4
14th +5 Bard College Feature d10 4 12 14 5th 4
15th +5 Bardic Arcanum d12 4 13 15 5th 4
16th +5 Ability Score Improvement d12 4 13 16 5th 5
17th +6 Bardic Arcanum d12 4 14 17 5th 5
18th +6 Mystical Revelation d12 4 14 18 5th 5
19th +6 Ability Score Improvement d12 4 15 19 5th 5
20th +6 Words of Resplendence d12 4 15 20 5th 5

Class Features

As a bard, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per Bard level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 or 5 + your Constitution modifier per bard level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, three martial weapons of your choice
  • Tools: Two musical instruments of your choice, and one tool of your choice
  • Saving Throws: Dexterity, Charisma
  • Skills: Choose any three

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a marital weapon of your choice or (b) two simple weapons of your choice
  • (a) a diplomat’s pack or (b) an entertainer’s pack
  • a musical instrument of your choice
  • (a) a component pouch or (b) an arcane focus
  • Leather armor and a dagger

Musical Magic

You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.

Cantrips

You know two cantrips of your choice from the Bard spell list. You learn additional Bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.

Spell Points

The Bard table shows how many spell points you have to cast your Bard spells of 1st through 5th level. The table also shows the maximum level of spell you can cast. To cast a spell you must expend one spell point per level of the spell. You may cast a Bard spell at a higher level (up to the maximum spell level listed in the table's Max Spell Level column) by spending one additional spell point per level added. You regain all expended spell points when you finish a short or long rest. If you had gained the ability to cast spell from another source, you cannot cast non Bard spells using your spell points.

For example, when you are 5th level, you have five spell points. To cast the 1st-level spell Thunderwave, you must spend one spell point, and you cast it as a 1st-level spell. If you spend three spell points, you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the Bard spell list.

The Spells Known column of the Warlock table shows when you learn more Bard spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Max Spell Level column for your level. When you reach 6th level, for example, you learn a new Bard spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the Bard spells you know and replace it with another spell from the Bard spell list, which also must be equal to or less than your Max Spell Level.

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Ritual Casting

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use a musical instrument or arcane focus as a spellcasting focus for your bard spells.

Magical Secrets

You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any spell list, including the bard's. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. At 1st level, you learn one cantrip and one 1st level spell.

The chosen spells count as bard spells for you, but do not count against your number of Spells Known and Cantrips Known, as listed in the Bard table.

At Later Levels. You learn one additional spell from any spell list at 3rd, 5th, 7th, and 9th level in this class.

Bardic Inspiration

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die.

After receiving a Bardic Inspiration die, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes within the next 10 minutes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Dice Size. Your Bardic Inspiration die is a d6. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level, as shown in the Bardic Die column of the Bard class table.

Skill Mastery

Starting at 2nd level, choose one skill or tool you are proficient with. You gain a Mastery die on checks made using the chosen skill or tool.

Mastery Dice

When you make an ability check in which you have a Mastery die, roll 1d4 and add the number rolled to the result of your check. You can never have more than one Mastery die with a single skill or tool.

Mastery is used as a replacement for Expertise and other features that double the proficiency bonus.

Artistic Expression

Starting at 2nd level, you begin to express your performing art in a multitude of ways. Your art inspires and rallies people to cause. You gain one artistic expression at 2nd level. The expressions are detailed at the end of the class description. You gain additional expressions at later levels in this class, as shown in Artistic Expressions column of the Bard Table.

Bard College

At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Rhythms of Battle

Starting at 4th level, as a bonus action expending one use of your Bardic Inspiration you can start a performance that lasts until the end of your next turn.


  • Chorus of Calamity. When you begin this performance, choose one creature within 30 feet, that creature may use its reaction to make one weapon attack. For the duration of the performance, the chosen creature can reroll one damage die when it hits with an attack.
  • Hymn of Valor. When you begin this performance, you end the frightened or charmed condition on one friendly creature within 30 feet of you. For the duration of the performance, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed.
  • Ode to a Nightingale. When you begin this performance, choose one creature within 60 feet, that creature gains temporary hit points equal to the roll of your Bardic Inspiration die. At the end of your turn, you may choose any creature within 60 feet of you and it gains a number of temporary hit points equal to the roll of your Bardic Inspiration die.
  • Song of Hope. When you begin this performance, choose one creature within 30 feet, so long as that creature has at least 1 hit point it regains a number of hit points equal to the roll of your Bardic Inspiration die. For the duration of the performance, allies within 60 feet may use a bonus action on their turn to expend and roll one of their hit dice; they regain hit points equal to the roll plus their constitution modifier.

Font of Inspiration

When you reach 5th level, your voice to inspire heightens. You gain the following:


  • Expanded Inspiration. Your Bardic Inspiration pool of dice is doubled.
  • Recovery. When you complete a short rest, you regain 1 spent Bardic Inspiration die.
  • Always Ready. When you roll for initiative and have no Bardic Inspiration dice remaining, you regain 1 die.

Bardic Arcanum

At 11th level, your unerring studies has unlocked a magical arcanum. Choose one 6th-level spell from the bard spell list as this arcanum.

You can cast your arcanum spells once without expending a spell slot or spell points. Once an arcanum spell of its matching level is used, it cannot be used again until you finish a long rest.

At Later Levels. You gain additional arcanums. You gain one 7th-level arcanum spell at 13th level, one 8th-level arcanum spell at 15th level, and one 9th-level arcanum spell at 17th level.

Mystical Revelation

At 18th level, you fully unlock the magic of the world. Choose two spells from any spell list and of any level. The chosen spells do not count against your known spells. If a chosen spell is 5th level or lower, you can cast that spell using your spell points. If the spell is 6th level or higher, you can use your Bardic Arcanum corresponding to the spell's level to cast that spell.

Words of Resplendence

At 20th level, your words rouse the full potential in yourself and others. You gain the following:

Expanded Inspiration. Your Bardic Inspiration pool of dice is doubled, again.

No Action. You no longer need to spend a bonus action to grant another creature a Bardic Inspiration die.

Artistic Expressions

The following expressions are available starting at level 2.

Jack of All Trades. You gain proficiency in any three skills of your choice, and you can add your proficiency bonus to initiative rolls. Then, choose one skill you are proficient with. You gain a Mastery die on checks made using the chosen skill.

Medley of Rest. Any creatures able to perceive you performing your art while taking a short rest and rolling hit dice regain an additional 1d8 hit points. Alternatively, a creature can forgo gaining these extra hit points to reduce their current exhaustion level by 1. A creature can only reduce their exhaustion level once between long rests from this feature.

Arpeggiated Magic. Whenever you cast a ritual spell, its duration is doubled, and it can affect twice the usual number of targets.

Marching Song. Choose one skill you are proficient with. You gain a Mastery die on checks made using the chosen skill.

You know how to inspire and motivate your companions as they travel. Allies within 30 feet of you travel 1 mile per hour faster than normal. Your party cannot use Stealth while traveling in this manner.

Showcase the Pas de Deux. Choose one skill you are proficient with. You gain a Mastery die on checks made using the chosen skill.

In addition, when you succeed on an Acrobatics or Athletics check to climb, balance, leap over danger, or otherwise physically overcome an obstacle, two allies gain advantage on the same check made to overcome the same obstacle.

Vocal Harmonics. You gain a Mastery die on checks and saving throws made to maintain concentration on your Bard spells and features.

Bardic Legend. Choose one skill you are proficient with. You gain a Mastery die on checks made using the chosen skill.

In addition, you write a bardic tale of your adventures. Your bardic legend takes whatever form you like. When you enter a town and spend a day playing or recounting the tale, the reputation of you and your allies starts to grow. In addition to receiving local quests suited to the exploits detailed in your bardic legend, when you rest in a town that knows your bardic legend you and your allies regain all spent hit dice over the course of a long rest.

Percussive Bass. Choose one skill you are proficient with. You gain a Mastery die on checks made using the chosen skill.

In addition, the range of your bard spells increases by 30 feet, so long as it had a range of at least 10 feet.

Bard Colleges

The way of a bard is gregarious. Bards seek each other out to swap songs and stories, boast of their accomplishments, and share their knowledge. Bards form loose associations, which they call colleges, to facilitate their gatherings and preserve their traditions.

College of Lore

Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.

The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.

The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.

Bonus Proficiencies

3rd-level College of Lore feature

You gain proficiency with three skills of your choice.

Cutting Words

3rd-level College of Lore feature

You learn how to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes a damage roll or succeeds on an ability check or attack roll, you can use your Reaction to expend one use of your Bardic Inspiration, roll your Bardic Inspiration die, and subtract the number rolled from the creature’s roll, reducing the damage or potentially turning the success into a failure.

Cunning Inspiration

6th-level College of Lore feature

Through your studies and your cunning, you’ve learned to inspire others exceptionally well. When any creature rolls your Bardic Inspiration die, that creature can roll the die twice and use the higher of the two rolls.

Peerless Skill

10th-level College of Lore feature

When you make an ability check or attack roll, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to the d20. You can choose to do so after you roll the die, but before the DM tells you whether you succeed or fail.

Words of Restitution

14th-level College of Lore feature

When you or another creature within 60 feet of you that can hear you fails a saving throw, you can use your reaction to grant them one of your Bardic Inspiration dice. They roll the die and add the result to the save, potential changing a failure into a success.

Once you use this feature, you cannot use it again until you finish a short or long rest.

College of Valor

Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn’t pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.

Bonus Proficiencies

3rd-level College of Valor feature

You gain proficiency with medium armor, shields, and martial weapons.

In addition, you can use a Simple or Martial weapon as a spellcasting focus to cast your Bard spells.

Martial Inspiration

3rd-level College of Valor feature

You can use your wit to turn the tide of battle. A creature that has a Bardic Inspiration die from you can use it for one of the following effects:


  • Defense. When the creature is hit by an attack roll, that creature can use its Reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, potentially causing the attack to miss.
  • Offense. Immediately after the creature hits a target with an attack roll, the creature can roll the Bardic Inspiration die and add the number rolled to the attack’s damage against the target.

Fighting Style

3rd-level College of Valor feature

You have honed your martial prowess and gain a Fighting Style feat of your choice (those feats have this feature as a prerequisite).

Extra Attack

6th-level College of Valor feature

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Drums of War

6th-level College of Valor feature

After rolling initiative, you can expend one Bardic Inspiration die, roll it, and add the result to the initiative score of any creature within 30 feet of you who can hear you.

Additionally, on your first turn in combat your speed is increased by 15 feet and up to 6 allies gain this same benefit.

Medley in Melee

10th-level College of Valor feature

After hitting a creature with an unarmed strike or a weapon attack, they have disadvantage on their next saving throw against a spell you cast within the next minute.

Harmony of Song and Sword

10th-level College of Valor feature

You can add your Charisma modifier to the damage of your unarmed strikes and weapon attacks.

Battle Magic

14th-level College of Valor feature

When cast a spell that uses a spell slot of 1st level or higher that requires 1 action to cast, you can cast the spell as a bonus action instead.

Once you cast a spell in this way, you cannot do so again until you finish a short or long rest.

College of Glamour

The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend, as they captivate their audience with glint and guile. These bards use their magic to manipulate and aid others with ease through force of will and a steely mien. Those they interact are left without any recourse once they fall for the Bard's ruse, and sometimes without even knowing they were magically manipulated.

Projection

3rd-level College of Glamour feature

You're quick with wits, projecting yourself and your voice. You can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, so long as you can see and hear the target.

Beguiling Magic

3rd-level College of Glamour feature

You learn the Charm Person and Mirror Image spells, which don't count against your number of known spells.

After 1 minute of non-violent interaction with a humanoid, you can cast Charm Person without needing verbal components targeting that humanoid. If they succeed on their saving throw, they have no hint that you tried to charm them.

Additionally, immediately after you cast an Enchantment or Illusion spell, you can cause a creature you can see within 60 feet of yourself to make a Wisdom saving throw against your Spell Save DC. On a failed save, the target has the Charmed or Frightened condition (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Force of Personality

6th-level College of Glamour feature

You learn the Command spell, which doesn't count against your number of known spells.

As a Bonus Action, you cast Command without expending a spell slot. However, whenever you cast the Command spell in this way, you cannot use your Beguiling Magic feature but any creature Charmed by you automatically fails its saving throw.

Once you cast Command in this way, you can’t do so again until you finish a Long Rest. You can also restore your use of the feature by expending a use of your Bardic Inspiration (no action required).

Authority

10th-level College of Glamour feature

You impose your majestic presence upon other creatures, ensuring they do you no harm. When you are targeted by an attack, you can use your Reaction and spending 1 Spell Point to force that creature to make a Charisma Saving Throw against your Spell Save DC. On a failure, they must find a new target for their attack or lose their action.

Duplicate

14th-level College of Glamour feature

You can mimic yourself, fabricating an incorporeal, illusionary figure that looks as you do. You can use a bonus action to creature an Illusionary Clone of yourself in an unoccupied space within 5 feet of you that you can see. The clone looks like you, acts and moves like you. The clone vanishes in a puff of smoke after one minute or takes damage from an attack. The Illusionary Clone has your game stats and AC, but physical interaction with the clone reveals it to be false. Creatures with Truesight can see the Illusionary Clone as an illusion.

When another creature attacks the Illusionary Clone, they become Charmed or Frightened (your choice) of you for up to 1 minute. The creature can make a Wisdom saving throw against your Spell Save DC at the end of each of its turns, ending the effect on itself on a success.

While the clone persists, you can use a bonus action on future turns to move the clone up to your speed, switch places with the close, or both. When you cast a spell you can choose to cast the spell from your Illusionary Clone as if it were you.

Using this feature to conjure a clone while you have an active clone causes the current clone to end. You can dismiss your clone at any time (no action required). You can conjure an Illusionary Clone a number of times equal to you Charisma modifier (minimum of once), and regain all expended uses after finishing a long rest.

College of Dance

Bards of the College of Dance know that the Words of Creation can’t be contained within speech or even song; they are uttered by the movements of celestial bodies and flow through the motions of even the smallest creatures. To these Bards, dance is art freed from the constraints of a single point in space and time; it is meaning unconfined by narrow definitions of words and structures of grammar. The College of Dance practices a way of being in harmony with the ever-whirling cosmos, emphasizing agility, speed, and grace.

Dazzaling Footwork

3rd-level College of Dance feature

Your practice of dance gives you the ability to gracefully dodge and make agile strikes. While you aren’t wearing armor or wielding a Shield, you gain the following benefits:


  • Unarmored Defense. Your base Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.
  • Agile Strikes. When you expend a use of your Bardic Inspiration as part of an Action, a Bonus Action, or a Reaction, you can make one Unarmed Strike as part of that Action, Bonus Action, or Reaction.
  • Fluid Movement. When you expend a use of your Bardic Inspiration, roll the die before expending the die. You gain temporary hit points equal to the roll. Additionally, when another creature rolls your Bardic Inspiration die, they gain temporary hit points equal to its roll in addition to it's normal effect.
  • Bardic Damage. You can use Dexterity instead of Strength for the attack rolls of your Unarmed Strikes, and when you deal damage with an Unarmed Strike, you can deal Bludgeoning damage equal to a roll of your Bardic Inspiration die plus your Dexterity modifier. This roll doesn’t expend the die.

Swift Swing

3rd-level College of Dance feature

You gain the ability to step in front an attack when your dance partner would take damage. When a creature within 10 feet of you is hit by an attack, you can use your reaction and expend one use of your Bardic Inspiration to move to their space, pushing that creature 5 feet to an unoccupied space and becoming the target of the attack. This movement does not provoke attacks of opportunity.

Graceful Choreography

6th-level College of Dance feature

Your ballet of magical footwork creates wondrous effects in an aura around you. As a Bonus Action on your turn, you can expend a use of your Bardic Inspiration, and roll the die. You and each creature of your choice within 15 feet gain a bonus to their AC and Saving Throws equal to the number rolled until the start of your next turn.

Tandem Sway

10th-level College of Dance feature

Your dance accompanies itself best when dancing as a team. You gain the following improvements:


  • Greater Aura. The radius of your Graceful Choreography increases to 30 feet.
  • Unarmored Movement. While you aren’t wearing armor or wielding a Shield, your speed increases by 15 feet.
  • Leading Evasion. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and you take only half damage if you fail. If any creatures within 5 feet of you are making the same Dexterity saving throw, you can share this benefit with them for that save. You can’t use this feature if you have the Incapacitated condition.

Irresistible Dance

14th-level College of Dance feature

Your dance becomes synonymous to a sticky tune, forcing other's to dance with you. You can cast Otto's Irresistible Dance once using this feature, and can’t do so again until you finish a Long Rest. You can also restore your use this by expending four uses of your Bardic Inspiration (no action required).

 

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