Base Class: Fighter
These fighters have trained long and hard in the practice of the blade, but also the art of the dance. They have transcended just simply "fighting" their opponents. For them the battlefield is no different than the dancefloor, and battle is no more than an intricate dance between them and their partner in combat. Their impeccable and constant tempo makes them consistently higher than their competition, giving them just the edge they need to win.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the power of dance, giving you the ability to cast bard spells.
Cantrips
You learn two cantrips of your choice from the bard spell list. You learn an additional bard cantrip of your choice at 10th level.
Spell Slots
The Lord of the Dance Spellcasting table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher
You know three 1st-level bard spells of your choice.
The Spells Known column of the Lord of the Dance Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your bard spells, since you learn your spells through the art of dance. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your charisma modifier
Spell attack modifier = your proficiency bonus + your charisma modifier
Lord of the Dance Spellcasting
|
Fighter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Keepin' Beat
At 3rd level you gain the ability to assist others in combat due to your sick dance moves and impeccable time. You have a pool of d4 Beat dice equal to your proficiency bonus. You regain expended dice at the end of a long rest.
You may expend one as a bonus action and give it to a creature within 60ft of you and that can see you. Once within the next 1 minute that creature can expend that die and add it to an attack roll or spell attack roll after they've rolled but before any effects of the roll have taken place.
Your Beat die changes as you reach certain levels in this class. The die becomes a d6 at 7th level and a d8 at 15th level.
Tempo Switch
Beginning at 7th level, you're able to slow down or speed up your tempo, at the dismay of your enemies. As a bonus action on your turn you can change up your internal tempo. Until the beginning of your next turn, all creatures have disadvantage on attack rolls against you, and you have advantage on attack rolls against them. You may use this feature a number of times equal to your charisma modifier per day.
Evading Slide
At 10th level, you learn how to dance your way out of dangerous situations. When you roll a saving throw, but before any of the results of the roll have happened, you may expend and roll one of your Beat dice. Add the result of the roll plus your charisma bonus to the saving throw's result.
Key Change
At 15th level, you have improved the ability to switch up your internal song. This isn't just a tempo switch, it's a key change! In addition to its previous effects your tempo change now also lasts until an enemy hits you, or a minute has passed. You also now don't provoke opportunity attacks while the ability is active.
Lord's Rhythm
Starting at 18th level, you have gained full mastery of your internal beat, so much so that even the very earth will listen. Once per long rest you can use your action to amplify your internal rhythm.
For the next minute, or until you're knocked unconscious, you create a 60ft sphere of sound centered on you. All hostile creatures within the sphere must make a CON save at the start of each of their turns or be deafened and afraid, all hostile creatures within the sphere make all attack rolls, ability checks, and saving throws at disadvantage, during this time you have advantage on all attack rolls and saving throws, and every creature allied with you within the sphere can always add your beat die to their attack rolls and spell attack rolls.
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