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your choice at 6th, and 14th levels.

Each time
you learn new dances you may also replace
one dance you know with a different one.
Rhythm Dice. You have four rythm dice, which
are D8s. You regain all of your expended rythm
dice when you finish a short or long rest.
You gain another rythm die at 7th level
and one more at 15th level.
Saving Throws. Some dances may call for a
saving throw to resist their effects. Use your
Bard spellcasting DC for these saving throws.

Power In Motion
At 6th level, when you use a Dance you can
expend one bard spell slot to enhance your
dance with magic. You roll an additional 1d8
for a 1st-level spell slot, plus an additional 1d8
for each spell level higher than 1st, to a
maximum of 3d8. You add the result of these
dice to the result of your rhythm die.

Life of the Party


Starting at 14th level, whenever you use a
Dance friendly creatures within 30 feet of you
gain a number of temporary hit points equal to
half of your bard level (rounded down) and
College of Dance have advantage on saves against being
A rare few are ever inducted into The School charmed until the start of your next turn.
of Dance but those who are find themself
immersed in an ancient mystical tradition of
weaving magic through the art of dance to Dances
charm and mystify friend and foe alike. Dances are presented in alphabetical order.
Battle Tango. You enter a chaotic and
unpredictable dance that makes you hard to
Rhythm predict. You expend a rhythm die and roll it,
When you join the College of Dance At 3rd adding the result to your armor class and
level, you gain proficiency in performance. dexterity saving throws until the start of your
Additionally, you know the dancing next turn. In addition you do not provoke
lights cantrip. attacks of opportunity.
Capoeira. You unleash a flurry of dance-like
Dancer attacks on nearby creatures. Make an attack
Starting at 3rd level, you have mastered a roll against each creature of your choice within
number of special dances that can imbue your 5 feet of you. Expend a rhythm die and roll it,
allies with vigor or charm foes. each creature hit suffers an amount of
Dances. You learn three dances of your bludgeoning damage equal to the result.
choice, which are detailed under "Dances" Captivating Salsa. You perform a seductive
below. You can perform any dance you know as dance woven with charm magic. Target
an action on your turn. creature you can see within 60 feet must make
You learn two additional dances of a wisdom saving throw, being charmed on a
failed save. Expend a rhythm die and add the Flaming Flamenco. You twirl about while
result to the DC of the saving throw. flames dance around you. Expend a rhythm die
You may use your bonus action on and roll it, until the start of your next turn
following turns to sustain the charm effect. whenever a creature moves or ends its turn
The effect ends immediately if you lose within 5 feet of you it suffers an amount of fire
consciousness or you or an ally deal damage damage equal to the result.
to the creature. Moving Mam.ha. You sway an creature heart
Cutpurse's Calypso. You dance about a with your footwork. You target a creature you
creature or creatures, deftly disguising your can see within 60 feet. That creature may
theivery with dance. You make a Dexterity choose to make a Charisma saving throw, on a
(sleight of hand) check to steal coins or objects failed save they move 30 feet in a direction of
from a creature within 5 feet. Expend a rhythm your choosing. Expend a rhythm die and roll it,
die and roll it, adding the result to the add the result to the save DC.
Dexterity (sleight of hand) check. Provoking Performance. You enter a taunting
Danse of Curse. You weave an accursed dance and distracting dance. Expend a rhythm die
that targets a creature you can see within 60 and choose a creature you can see within 30
feet. When that creature makes an attack, you feet. That creature has disadvantage on attack
expend your rhythm die and roll it, subtracting rolls against any creature other than you until
the result from all the creature's attack rolls the start of your next turn.
until the end of your next turn. Trip Hop. You sweep your legs about as part of
Endless Waltz. You enter a dance of long a strange dance. Target creature within 5 feet
strides and tireless perserverance. You expend of you must make a Dexterity saving throw,
a rhythm die and gain an amount of extra being knocked prone on a failed save. Expend
movement equal to your speed, your jump a rhythm die and roll it, adding the result to the
distance and height is increased by your save DC.
charisma modifier in feet, and you ignore Vintage Violence. You perform a classical
difficult terrain when moving until the start of dance of blood and battle. Target friendly
your next turn. creature you can see within 30 feet
Exhilirating Sway. You revitilize an ally with immediately makes a melee weapon attack.
your movements. Expend a rhythm die and roll Expend a rhythm die and roll it, the result is
it, target friendly creature you can see within added to the damage roll of the creature's
30 feet regains hit points equal ot the result of attack on a hit.
the die.

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