Base Class: Bard
Gundancers dedicate and risk their lives to combine both gunfighting and dancing together. Originally created as a cultural play by the Ran race to spite the tradition of Bladesinging, its function became redundant before it was adopted in a newer and approachable style by non-Ran practicioners, who hides its cultural origin.
In combat, a gundancer uses a series of complex, flashy manuevers that put them closer to dangers, and allow the gundancer to channel magic into lethal shots and a masterful evasion. Many who have observed a gundancer at work perceive the play as one of the more alluring experience in their life, a charming blasts of gunfire ringing in your eardrums with a rhythmic tempo.
Level 3: Training in War and Dance (Gundancing)
You gain proficiency with firearms and consider firearms that lack two-handed property as having the light property.
You also gain proficiency in the Acrobatics skill if you don't already have it.
Level 3: Gundance
You can invoke a Ran technique called the Gundance, provided you aren't wearing medium or heavy armor or using a shield. It graces with uncanny pride, efficiency, and concentration.
You can use a bonus action to start the Gundance, which lasts for 1 minute. It ends if you are incapacitated, if you don medium or heavy armor or a shield, or if you make an attack with a melee weapon. You can also dismiss Gundance at any time you choose (no action required).
- While your gundance is active, you gain the following benefits:
- You gain a bonus to your AC equal to your Charisma modifier (minimum of +1)
- You ignore reloading property for firearms that lack the two-handed property.
- While holding a firearm that lacks the two-handed property, it is considered as your spellcasting focus for your bard spells, granting bonus to your spell attacks and DCs of your spells equal to its bonus to attack rolls (does not stack with caster attunements and is limited to a maximum of +4 bonus)
- You can make a Dexterity saving throw in place of saving throws that would apply prone, restrained, or grappled conditions. If you succeed the save this way, you can immediately make a ranged weapon attack against the creature that forces you to make this saving throw.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Level 3: Guns and Roses
Once per turn, when you hit a creature with a ranged weapon attack, you can immediately use your Bardic Inspiration without using a bonus action.
Level 6: Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn. You can use your bonus action to cast spells with a casting time of 1 action if you have taken the attack action using firearms during this turn. Spells casted this way can not exceed the spell slot level equal to your Proficiency bonus.
Level 6: Dance of Assault
You can embed your magic to amplify firearms while your gundance is active. When you make your first ranged attack roll on your turn, you can imbue magic into your weapons. You expend one spell slot and increase your attack bonus and damage bonus for your ranged weapon attacks equal to half of the spell level expended until the end of your turn.
Level 14: Dance of Efficacy
You add your Charisma modifier (minimum of 1) to the damage of your ranged weapon attacks while your Gundance is active. During initiative, when you land a critical hit on a hostile creature using firearms, you regain one expended use of your bardic die.
When your Gundance ends, you can immediately make a ranged attack against any creatures of your choice within your firearm's normal range. Once you do this, you cannot attack this way until you finish a long rest.
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