Base Class: Barbarian
A sword dancer is a creature of dangerous precision, with reflexes sharper than the blades they wield and skill that would drive assassins wild with envy. Their flowing movements and graceful strikes can seem choreographed to onlookers, combining footwork with swordplay in ways that few could ever dream of. A well-balanced blade, an enemy to slice, and a dance to perform are all they need to feel right at home.
Natural Performer
Starting when you choose this path at 3rd level, you are surprisingly light on your feet, your movements graceful and coordinated. Your walking speed increases by 10 feet, and you gain proficiency in the Dexterity (Acrobatics) and Charisma (Performance) skills.
Forms of Finesse
At 3rd level, your fury can be swayed and directed with your specialised flourishes. When you enter your rage, you can choose to perform a Sword Dance from the list below, provided you are wielding a melee weapon you are proficient with. This Sword Dance will last until your rage ends, until you are disarmed of your weapon, or until you decide to end it. You can only perform one Sword Dance per rage.
The Viper
- After you make a melee attack against a creature, that creature will have disadvantage on opportunity attacks against you until the start of your next turn.
- You can move through the space of another creature regardless of size without a movement penalty.
The Weasel
- You can move along vertical surfaces and across liquids on your turn without falling during the move, provided you don't end your turn on them.
- When you take the Dash action, you can make a melee attack as a part of that action.
The Bear
- When you strike a creature with a melee attack once per turn, you can force them to make a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or be moved to another empty space of your choosing within 5 feet of you.
- Creatures have disadvantage on melee attacks against you if you are one size or larger than them.
The Armadillo
- Your AC increases by 2.
- You have advantage on Constitution saving throws.
The Crab
- Creatures have disadvantage on checks made to escape being Grappled by you.
- After you hit a creature with a melee attack, you are considered to have half cover from that creature until the start of your next turn.
The Wolf
- Your movement speed is unaffected by difficult terrain.
- When you strike a creature with a melee attack once per turn, you can force them to make a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or be knocked Prone.
The Honey Badger
- You have advantage on saving throws against being Charmed and Frightened.
- Creatures within 5 feet of you do not have advantage on attack rolls against you when you are Prone, and your attack rolls do not have disadvantage while you are Prone.
The Snail
- If you do not move on your turn, you gain a +3 to your AC until the start of your next turn.
- Creatures within 5 feet of you also gain this benefit.
Shielding Steel
At 6th level, your uncanny reflexes and speed with your weapons can deflect powerful blows and projectiles. When you are targeted by an attack and are wielding a weapon you are proficient with, you can use your reaction to raise it in a defensive manner. You gain a +2 to your AC against the attack, and if the attack still hits the damage is reduced by an amount equal to your 2 x your Constitution modifier.
You can use this ability an amount of times equal to your proficiency bonus per long rest.
In addition, you gain proficiency with the Dexterity (Sleight of Hand) skill.
Flowing Forms
At 10th level, your fluid movements and flawless weapon control can shift with the battle around you. As a bonus action on your turn while raging, you can change your current Sword Dance for another, or begin a Sword Dance if you are not currently performing one.
Seamless Swordplay
At 14th level, your expertise in swordsmanship is unparalleled, your combat style as unpredictable and uncounterable as a hundred blades at once. You can gain the benefit of two Sword Dances at the same time, but are only able to begin their performance one at a time.
In addition, your Sword Dances can come to an end with a distracting flourish. When you strike a creature with a melee weapon, you can end one of your Sword Dances and force them to make a Wisdom saving throw (DC = 8 + your Charisma modifier + your proficiency bonus) or have disadvantage on attack rolls against creatures other than you until the end of their next turn.
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