Fighter
Base Class: Fighter

The ability to find a common rhythm with your allies amongst battle can turn the tide of war. This is the ideology of a chakram dancer. With or without music, repeated efforts and synchronicity allow you to push the boundaries of your combat efficiency and occasionally work in unison with the attacks of your allies.

The techniques of a chakram dancer can be taught or honed with years of expertise and specialized practise.

These safely guarded skills are capable of providing a supporting bond to allies, dazzling and inspiring crowds, or even holding their own in both melee and ranged combat.

Did your character discover this art through years of beaten-in practise and training, or did they discover their love for music and dance on the road, adopting these techniques through mistakes and trial and error?

Dancing arts

When chakrams are thrown, they naturally curve back to the dancer to be caught on a successful sleight of hand roll (DC 10).

Precision

You gain a +2 to ranged throwing attacks.

Quick tempo

Movement speed increases by 5ft, up to a maximum of 35ft.

Duet

From level 7, you are able to increase combat effectiveness of both yourself and another party member.

Once per long rest, the dancer and a chosen party member can both make a performance roll when out of combat. Provided both are a successful roll (DC 10), the dancer can choose an effect for their bond, listed below; This effects can last until the next long rest, either of the individuals fall unconscious, or either leave a 60ft proximity of the other.

  • Soothing waltz; Whenever one individual is healed, the other heals for half the amount. A condition cured from one is also cured from the other.
  • Lively tango; Both individuals have advantage on all attacks against enemies within 5ft. of the other, despite positioning.
  • Allegro hustle; Both individuals gain a +2 to initiative rolls. Should either roll 5 or lower, they can choose to roll their initiative again. They must always keep this second roll.

Rhythmic syncrony

From level 10, the dancer can make an attack action (throwing or melee) as a reaction whenever a party member attacks.

Esprit

Starting from level 15, you can now choose two individuals to share your buffs from "Duet" instead of one. You no longer need to roll a performance check to get this effect.

The bonds have additional effects;

  • Soothing waltz; Both individuals gain advantage on constitution saving throws.
  • Lively tango; Both individuals gain advantage on strength saving throws.
  • Allegro hustle; Both individuals gain advantage on dexterity saving throws.

Death's dance

Starting from level 18, once per turn you can deal the damage from a successful chakram throwing attack twice. You are able to choose which attack this applies to before damage is rolled. Non-magical resistances are ignored for this attack.

Chakram Dancer Image

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