So I noticed true strike is the one spell that doesn't work with unarmed strikes. One of my players is making a dancing bard and I think combining this with their unarmed strike is still weaker than valor bard.
I'm not sure this makes dance bards better. Right now Agile Strikes doesn't cost any action. It's a free attack as part of the action, bonus action, or reaction in which the bard spent a bard inspiration use. That opens up the potential for the bard to use that bonus action for something else if a person finds a good way to do it. Probably within the spell selection.It would be a lot better if you could make an unarmed strike with a bonus action without using an inspiration.
How can anybody think Dance Bard is weak lmao???I'm not sure this makes dance bards better. Right now Agile Strikes doesn't cost any action. It's a free attack as part of the action, bonus action, or reaction in which the bard spent a bard inspiration use. That opens up the potential for the bard to use that bonus action for something else if a person finds a good way to do it. Probably within the spell selection.
If my bard PC casts Animate Objects then I want him using his bonus action on Animate Objects, not a bonus attack with Agile Strikes. If I cast Compulsion it's because I want to use my bonus action to trigger AoO's, not a bonus attack with Agile Strikes. If I cast Heat Metal it's because I want to use my bonus action for that damage. I want to give out a Bardic Inspiration die AND make an attack. I don't want that to be an EITHER/OR decision.
Agile Strikes is an ability that doesn't conflict with bonus actions. I think it's better to keep it that way.
What's nice about the dance bard is Inspiring Movement. That grants Agile Strikes on a reaction in addition to the movement.
Bardic Damage also gives an attack option when a weapon isn't available, but I would probably allow for using Truestrike wih the Bardic Damage unarmed attack anyway.
How can anybody think Dance Bard is weak lmao???
1. Tandem Footwork gives the entire party 1d12 to their initiative (or whatever your Bardic Dice are at your level) at the cost of 1 bardic die.
2. Inspiring Movement allows you to expend a bardic die as a reaction (which gives you one hit of 1d12 + Dex damage for free) and move half your movement speed AND allow an allow to move half theirs without taking opportunity attacks
3. Leading Evasion improves Evasion so that not only do you take no damage instead of half from dex saves, but also ANY allies near you also take no damage
Let's break this down. Take 1 level of Monk for Dextrous Strikes (probably after you've gotten your Extra Attack) and a bonus action Unarmed Strike that doesn't use Bardic Dice ( but is still calculated as 1d12 for every Unarmed Strike because of Bardic Damage).
Take Grappler Feat so you can get a Dex boost and a free Grapple with every Unarmed Strike and now you're using Dex instead of Strength for your Grapple (thanks to dextrous strikes), which is insane. You're getting to do 4d12 of Unarmed Bludgeoning damage plus modifiers and you're mostly attacking with advantage thanks to your grapple
(You could even take Fey-Touched for the Free Misty Step and Hex and a bonus to Charisma. Hex Strength and every enemy is taking 1d6 for all 4 of your hits per turn and ALSO they're rolling with disadvantage against your grapple)
Not only that but once you Grapple a foe you can use Bardic die to punch them as a reaction, drag them half your movement towards an ally and then grant that ally half their movement to get next to you so they can swing at your grappled foe with Advantage.
How can anybody think Dance Bard is weak lmao???
1. Tandem Footwork gives the entire party 1d12 to their initiative (or whatever your Bardic Dice are at your level) at the cost of 1 bardic die.
2. Inspiring Movement allows you to expend a bardic die as a reaction (which gives you one hit of 1d12 + Dex damage for free) and move half your movement speed AND allow an allow to move half theirs without taking opportunity attacks
3. Leading Evasion improves Evasion so that not only do you take no damage instead of half from dex saves, but also ANY allies near you also take no damage
Let's break this down. Take 1 level of Monk for Dextrous Strikes (probably after you've gotten your Extra Attack) and a bonus action Unarmed Strike that doesn't use Bardic Dice ( but is still calculated as 1d12 for every Unarmed Strike because of Bardic Damage).
Take Grappler Feat so you can get a Dex boost and a free Grapple with every Unarmed Strike and now you're using Dex instead of Strength for your Grapple (thanks to dextrous strikes), which is insane. You're getting to do 4d12 of Unarmed Bludgeoning damage plus modifiers and you're mostly attacking with advantage thanks to your grapple
(You could even take Fey-Touched for the Free Misty Step and Hex and a bonus to Charisma. Hex Strength and every enemy is taking 1d6 for all 4 of your hits per turn and ALSO they're rolling with disadvantage against your grapple)
Not only that but once you Grapple a foe you can use Bardic die to punch them as a reaction, drag them half your movement towards an ally and then grant that ally half their movement to get next to you so they can swing at your grappled foe with Advantage.
Your grappled foe can either only target you or use its entire action to try and break free.
IF you ever run out of Bardic Dice, which seems unlikely since you've got the 3 short rests, you can convert spell slots to Bardic Die so you can do all these^^^ shenanigans endlessly.
Origin Feat of Magic Initiate Wizard for Shield and get Mirror Image and you're hard to hit, too.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.