Fighter
Base Class: Fighter

Battledancers are expert warriors who connect to the music underlying battles to fill their allies and opponents with awe. Combining their natural charisma with combat training, they make excellent skirmishers and duelists, all with a flair of undeniable style and performance.

Level 3: Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency in 2 of the following skills of your choice:  One from Deception, Performance, and Persuasion, and One from Slight of Hand and Stealth. 

Level 3: Stirring Poses

Starting at 3rd level, once per turn, when you hit a creature with a melee attack, you can encourage a nearby ally with the rhythmic style of your fighting. Choose an ally who can see you within 60ft to encourage. Your ally will add a bonus equal to your CHA modifier to the next saving throw or weapon attack roll they make.

Level 7: Beguiling Visage

At 7th level, you learn how to use your physical form and body language to increase your charm and allure. Whenever you make a Charisma check against a humanoid that can see you, you add an additional bonus equal to your STR or DEX modifier. 

Level 10: Rhythm of Battle

When you reach level 10, your connection to the cadence of a fight allows you to take advantage of the spaces between blows to strike out against new opponents. If you hit a creature with n attack a part of your Action, you can use your Bonus Action to make a melee attack against a different creature within range. 

 

If you hit with this attack, you can use your Stirring Poses ability to encourage an additional ally, even if you have already used it once this turn.

 

You can use this ability a number of times equal to your CHA modifier per short rest. 

Level 15: Mesmerizing Strikes

At 15th level, your mastery of battle and social interactions allow you to hypnotize people around you. If you hit a creature with a weapon attack or succeed on a Charisma check against them 3 times within 1 hour, that creature becomes Charmed by you for 1 minute. 

Creatures Charmed in this way will stay Charmed until damaged, and will additionally receive the following effects:

  • They will be unable to willingly target you or your allies with attacks or harmful effects.
  • If you are attacked in anyway, they will use their action to take a melee attack against the creature that attacked you.
  • The first melee attack you make against them while they are Charmed will deal additional Psychic damage equal to your Charisma Score.

Creatures normally immune to the Charmed condition will instead make a WIS saving throw to resist this effect. The DC for this save is equal to 8+ CHA+ Proficiency.

You can only have one creature Charmed in this way at a time. Once a creature has been charmed in this way they cannot be effected by this ability for 7 days. 

Level 18: Grand Finale

Whenever you reduce a creature to 0 hit points, you may instead fill them with an intense admiration and devotion to you for 1 round. During that round, the creature will use their action to take an Attack action against a creature of your choice, and will use it’s reaction to take opportunity attacks against your opponents. 

 

At the end of this round, the target will drop to 0 hit points, and you regain the number of hit points it would  have had remaining. 

 

You can use this ability a number of times equal to your Charisma Modifier per short rest.

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