Bardic Tradition
Dancer
A performer who uses movement and choreography to convey emotions and narratives, captivating audiences with their grace and athleticism.
Skilled Dancer
You gain proficiency in one of the following skills: Acrobatics, Athletics, or Performance
Dancing Performance
As a bonus action, you can expend one of your bardic performance dice to start a dancing performance. On subsequent turns, you must use your bonus action to maintain the dancing performance. You can maintain your dancing performance for up to 1 minute or until you stop concentrating (as if you were concentrating on a spell).
For the duration, attacks against you have disadvantage and you speed is increased by 10 feet.
You can also roll your bardic performance die when you make Dexterity (acrobatics) and Charisma (performance) checks and add the result as a bonus to the check (your DM may allow you to add this bonus to other checks if dance would help you accomplish your goal; such as seducing the count on the dance floor or intimidating your enemy with a war dance).
If you take any damage, you lose the bonus from your dancing performance until the end of your next turn.
Dancing Flourish
Once on your turn, when you expend one of your bardic performance dice, you can also make an unarmed attack against a creature within reach. This attack uses your bardic performance die for damage rolls instead of the damage normal for your unarmed strikes.
Irresistible Dance
At 10th level, you learn the otto’s irresistible dance spell and you can cast it without expending a spell slot once between long rests.
Leading Evasion
Beginning at 14th level, when you are subject 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 only half damage if you fail.
You can share this ability with another creature within 5 feet of you as a reaction when that creature makes a Dexterity saving throw. The triggering creature uses your Dexterity saving throw instead of its own and takes no damage if it succeeds on the saving throw, and only half damage if it fails.