Fighter
Base Class: Fighter

A Wardancer understands the rhythm of battle, able to dance through even the most raging violent storm of conflict as if executing a carefully choreographed performance. With each blow, they build up inertia, eventually flying through battle as a whirling dealer of death, avoiding their enemies with poise whilst simultaneously positioning them to the benefit of their allies.

To fight a Wardancer is to try to grasp a cloud or stab a river. It is no single thing that grants a a Wardancer this capacity, but rather a collection of more minor elements, a step here, a feint there, which build up to an inescapable tide. By learning to eke the smallest benefit out of each careful movement, they have mastered a capacity to turn around even the most dire of circumstances to their advantage.

Wardancer Features

Fighter Level Feature
3rd Masterful Technique, Perfect Timing, Unarmored Defense
7th Matchless Poise, Windrunner
10th Forceful Dance, Quick Movement
15th Whirling Steps
18th Uncanny Avoidance

 

Masterful Technique

When you choose this archetype at 3rd level, you've learned to turn athletic and acrobatic training into martial advantage. Whenever a feature granted by this archetype requires a saving throw, the DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Additionally, you gain proficiency in one of the following skills of your choice: AcrobaticsDeceptionPerformance, or Persuasion. Alternatively, you gain proficiency in one musical instrument of your choice:

Acrobatics

You gain proficiency in Acrobatics.

Deception

You gain proficiency in Deception.

Musical Instrument

You gain proficiency in one musical instrument of your choice.

Performance

You gain proficiency in Performance.

Persuasion

You gain proficiency in Persuasion.

Perfect Timing

Starting at 3rd level, your unparalleled attention to the rhythm of battle lets you set your foes off kilter. Once per turn when you hit a creature with an attack, you can attempt to unbalance that creature. It must succeed on a Dexterity saving throw or be unbalanced until the beginning of your next turn. An unbalanced creature suffers from one of the following of your choice:

  • The creature can't take reactions.
  • The creature moves as if moving through difficult terrain.
  • The first time a creature other than you damages the creature, it takes an additional 1d4 damage.

Unarmored Defense

Beginning at 3rd level, while you are not wearing any armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.

Matchless Poise

Starting at 7th level, you gain proficiency in Dexterity saving throws. If you already have this proficiency, you instead gain proficiency in Strength or Charisma saving throws (your choice):

Charisma

You gain proficiency in Charisma saving throws.

Dexterity

You have proficiency in Dexterity saving throws.

Strength

You gain proficiency in Strength saving throws.

Windrunner

Also beginning at 7th level, you are light enough on your feet to seem to fly through the air in battle. As a bonus action, you can gain a fly speed equal to your walking speed until the end of your turn. If you hit a creature with a melee weapon attack while flying in this way, the duration of this fly speed extends until the end of your next turn. You can continue to extend the duration in this way for up to 1 minute.

Once you use this feature, you can't do so again until finishing a short or long rest.

Forceful Dance

Starting at 10th level, you can use a bonus action on your turn to attempt to push another creature within your reach into a more optimal position. The creature must succeed on a Strength saving throw or be knocked prone or moved up to 10 feet in the direction of your choosing. A creature on the ground must be moved along the ground. A creature can choose to fail this saving throw.

Quick Movement

Starting at 10th level, your speed increases by 10 feet.

Whirling Steps

At 15th level, you gain the benefits of the Dash and Disengage actions when you use your Action Surge.

Uncanny Avoidance

Starting at 18th level, your battlefield awareness lets you avoid the worst of dangerous effects. Whenever you make a saving throw to take only half damage, you can use your reaction to instead take no damage if you succeed on the saving throw, and only half damage if you fail.

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