Bard

 

Bard: Bardic Tradition: Dancer

A performer who uses movement and choreography to convey emotions and narratives, captivating audiences with their grace and athleticism.

Dancer Features

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, you gain the following benefits:

          Your speed is increased by 10 feet

          Your amour class cannot be lower than your 10 + your Dexterity modifier + your Charisma modifier

          You can roll your bardic performance dice as a reaction when you are hit by an attack adding the result as a bonus to your armour class against the triggering attack, potentially turning it into a miss.

          You can roll your bardic performance dice when you make Dexterity (acrobatics) and Charisma (performance) checks and add the result as a bonus to the check that includes dancing.

If you take any damage but maintain concentration on the ‘dancing performance’, you still lose these benefits 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 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 can use your Charisma modifier + its proficiency bonus for the save instead and the creature takes no damage if it succeeds on the saving throw, and only half damage if it fails.