Base Class: Ranger
A Valenar Battle dancer practices the ancient mystical art of the martial dance combined with scimitars.
Battle Dance Technique
When you choose this archetype at 3rd level, you learn moves that are fueled by special dice called technique dice.
Moves. You learn three moves of your choice, which are detailed under “Moves” below. Many moves enhance an attack in some way. You can use only one move per attack.
You learn an additional moves of your choice at 7th, 11th, and 15th level. Each time you learn new moves, you can also replace one move you know with a different one.
Technique Dice. You have four technique dice, which are d6s. A technique die is expended when you use it. You regain all of your expended technique dice when you finish a short or long rest.
You gain another technique die at 7th level and one more at 15th level.
Saving Throws. Some of your moves require your target to make a saving throw to resist the moves’s effects. The saving throw DC is calculated as follows:
Moves save DC = 8 + your proficiency bonus ({{proficiency}}) + your Dexterity modifier ({{modifier:dex}}) = {8+{proficiency}+{modifier:dex}}
Dance Technique Moves
Using the double-bladed scimitar and the Ancient Valenar Technique of the Scimitar Dance, the Valenar Warrior can strike and move with deadly precision.
Ambush
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren’t incapacitated.
Disarming Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Distracting Strike
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Evasive Footwork
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Feinting Attack
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll.
Goading Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Lunging Attack
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.
Precision Attack
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.
Trip Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Battle dance
At 3rd level, you gain half proficiency with acrobatics & athletics
You gain martial art proficiency
Dance of Stance
You have access to the Dance of Stance: by moving your blades in a threatening matter you keep your enemy on their toes and envelop yourself in a dangerous fury of blade moves. Assuming & maintaining the Stance of Dance requires a bonus action.
Being knocked prone, or unable to continuously twirl the double bladed scimitar and dance, ends the stance. The stance can be maintained for a maximum of 10 minutes, after which at least 1 mintue must pass before reuse. This Stance can be used number of times equal to your proficiency bonus per day - it replenishes after a long rest.
- While in stance your dance gives you an opportunity attack when a creature enters your melee reach of your Double Bladed Scimitar
- When you make a melee attack against a creature with your Double Bladed Scimitar, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
- When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
- You have disadvantage on Stealth checks while in the dance of stance, due to the twirling of the Double Bladed Scimitar
- You have +2 to your AC
Improved Dance Technique
At 11th level, your technique dice turn into d8s
Relentless dance
Starting at 15th level, you can trade spells for technique dice.
Trade in 1st level spell slot to a d4 technique die.
Previous Versions
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1/22/2023 12:10:40 AM
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1.11
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2/15/2023 9:39:52 PM
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1.12
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3/3/2023 6:03:39 PM
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1.14
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Coming Soon
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