Fighter
Base Class: Fighter

A pirate swings on a rope, laughing as he hacks the heads off dozens of sailors. A fencer stand poised, ready to flash out and strike at a moments notice. An acrobat nimbly doges the knives flying at her face. Beauty, grace, and the elegance of extreme violence are the defining features of Water Dancer, aptly named for their continuous dodging movement and pressing attacks. The Water Dancer is as feared in battle as he is on the dance floor. 

*These are my preliminary thoughts. This subclass was inspired by a very good friend of mine and I wanted to incorporate it into my home brew campaign. This is my first time making a subclass so I don't know how bad it is.

Savvy Critical

Beginning when you choose this archetype at 3rd level, finesse weapon attacks score a critical hit on a roll of 19 or 20.

Biting Flexibility

You gain a form of unarmored defense unique to the insult throwing, charismatic water dancer. When you do not done armor, your AC equals 10 + your dexterity modifier + your charisma modifier.

Flowing Parry

As a reaction, you can raise your weapon in defense. Roll 1d6 and add the number to your armor class. You may do this after the initial attack role has been made, but must decide before the damage dice have been rolled.

Starting at the 9th level, if you successfully parry you may press on and roll your weapon's damage die and deal that damage to your opponent. This may only be done in close combat, not against ranged attacks.

Graceful Celerity

Your elegant style breeds a swiftness in step. At the 10th level, your movement increases by 10 feet and you also have advantage in Acrobatics checks.

You gain an additional 5 feet of movement at the 13th, and 17th level.

Master of Swing

Starting at 15th level, finesse weapon attacks score a critical hit on a roll of 18–20 and martial weapon attacks score a critical on 19-20.

Water Dance

At the 18th level, you have mastered the Water Dance, a mix of ballroom dancing and close combat. As such, your mastery both terrifies and enchants your foes. As an action, you can choose to perform a water dance, a swirl of graceful blades. Enemies within a 30 foot radius that can see you must make a Wisdom Saving Throw against 8 + your proficiency bonus + your Charisma modifier. If they fail, roll a d4. On a positive number, the enemies are Charmed by you; on a negative number, the enemies are afraid of you, and will use their turn to get as far away from you as possible. 

You may use this action three times before regaining them at a long rest.

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