Elven Sheet Dancer

As long as elves have been lounging in the summer sun and eating grapes, they have been perfecting the art of dance. One particular school of dance is so beautiful that it brings even the most terrifying beasts to tears... and when applied in combat, to their knees. This supernaturally graceful school of dance is known as elven sheet dancing, known as such because practitioners utilize 80,000 thread-count sheets crafted by elven sheetsmiths of ages long past.

The following details a bardic college for use in campaigns set in Spyre.

Bonus Proficiencies

When you choose this college at 3rd level, you become proficient in using an elven sheet as a weapon and the Performance skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: acrobatics, deception, persuasion or sleight of hand.

Unarmored Defence

Also at 3rd level while you are wielding an elven sheet and not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.

Flowing Dance

Whenever you use a bonus action while two-weapon fighting with the elven sheet, you can additionally apply one of the following dances to the attack if it hits. Also, whenever you expend a bardic inspiration as a bonus action, you can make an Elven Sheet attack and apply a dance if the attack hits.

Duvet Drag

You force the creature to make a Strength saving throw. On a failure, you can pull the creature 5 feet closer to you. You can instead pull an unattended object within 10 feet to you.

Enshrouding Cloak

You can only use this dance if you are within 5 feet of the creature. You force the creature to make a Dexterity saving throw. On a failed save, you cover a medium or smaller enemy in your elven sheet, blinding and restraining them until the effect ends. They can make a new saving throw at the end of each of their turns to end the effect.

While you use the enshrouding cloak dance, you can not use your elven sheet to make any other attacks, or move more than 5 feet away from the creature.

Spinning Sheet Sweep

You force the creature to make a Dexterity saving throw. On a failed save, the creature is knocked prone.

Throw Tow

You pull yourself 5 feet closer to the creature. You can instead target a secure piece of terrain within 10 feet without needing to make an attack roll. If you move with this feature you do not provoke opportunity attacks.


Brilliant Samba

At 6th level your countercharm ability works even if creatures can only see you. Additionally, you can use your action to dance and make a Charisma (performance) check to attempt to end the charmed or frightened condition on one creature within 30 feet of you. If the result of the skill check exceeds the DC of the condition affecting the creature, they can use their reaction to immediately reattempt the saving throw, adding a bonus to the roll equal to your Bardic Inspiration die.

Covered Misdirection

At 14th level as a reaction to when you are hit by an attack by a creature within 30 feet, you can quickly unfurl and drop the sheet giving you total cover from the attack, and can move your speed to any unoccupied space within 5 feet of the attacking creature and make a melee attack on them.

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

Elven Sheet
Damage Cost Weight Properties
1d4 slashing 20gp 1lb. Finesse, Light, Reach

Subclass by Colby of Critical Fails,

Concept by Brennan Lee Mulligan

Battle Dancer Barbarian

Not all rage comes from a place of hatred. Some, like the rage of the followers of the god of wine and ecstasy, comes from a sense of twisted revelry. An emotion like this is even more dangerous than the fury of your standard barbarian, because when rage and pleasure become entwined it becomes something that can no longer be reasoned with.

The following class details is a primal path for barbarians in campaigns set in the world of Spyre.

Bonus Proficiency

When you choose this primal path at 3rd level, you gain proficiency in the Performance skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Athletics, Intimidation or Survival.

Battle Anthem

Also at 3rd level, your rage is empowered by the spirits of savage music. When you begin a rage, or as a bonus action while you are raging, you can activate your Battle Anthem. Until your rage ends, the rage changes in the following ways:

  • Once, when the battle anthem is activated, you gain temporary hit points equal to your Charisma Modifier + your barbarian level. These temporary hit points disappear when your rage ends.

  • If you are not wearing armor, your Armor Class becomes 10 + your Dexterity Modifier + Your Charisma modifier.

  • You add your Charisma Modifier to Dexterity saving throws.

  • You gain the deafened condition. Music radiates out from you, which can be easily heard by any creature within 300 feet.

Warrior's Tempo

At 6th level, if you are using your Strength score to attack with light or finesse weapons, you can forgo dealing the standard rage damage and instead deal 1d4 thunder damage on every hit as powerful chords reverberate out of your weapon. This damage increases to 1d6 thunder damage at 14th level.

Additionally, when you take the attack action while fighting with a one-handed weapon in each hand, you may attack an additional time on a turn that you use your bonus action to rage or activate your Battle Anthem.


Raucous Trance

At 10th level, you have advantage on Performance checks while raging. Your rage doesn't end early from not taking damage or making an attack, so long as you use your action to make a Performance check.

You can extend the duration of your rage to 1 hour, so long as the only action you take is to perform. If you take any other action, the extended rage ends.

Mosh!

At 14th level while your Battle Anthem is active, you can overwhelm creatures with the brutal beat. As a bonus action you can force all creatures within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier.) On a failure, the creature must use their movement and take the attack action to attack an enemy creature on their turn, or use the dash action to get closer to an enemy if none are within reach. Affected creatures have advantage on all attack rolls they make, but attacks against them have advantage until the start of your next turn.

A creature can choose to fail this saving throw.

Subclass by Colby of Critical Fails,

Concept by Brennan Lee Mulligan

Art by Anneliese Mak