Base Class: Fighter
A master of flexibility and quick lithe movement, the battle dancer combines the athleticism of a life of performance with deadly precision. Perhaps raised as a performer in a traveling circus or trained from a young age to perform difficult and dangerous choreography in a high court, a battle dancer uses their innate rhythm and flexibility to weave in and out of enemy attacks and traverse the battlefield.
Bonus Proficiencies
When you choose this archetype, you gain proficiency in the Performance and Acrobatics Skills if you don't already have it.
The Dance of Spinning Blades
When you choose this archetype at level 3, you gain the two-weapon fighting Fighting Style. If you already have this style, you can choose another fighting style to learn. Additionally, you can your Charisma Modifier (minimum of +1) to the damage roll of one attack per turn when you engage in two weapon fighting.
Fleet of Foot
Some features of this archetype require creatures to make saving throws against a DC of yours. For these purposes, that DC is 8 + your Charisma modifier + your proficiency bonus.
At 3rd level your mastery of quick movement makes you impossible to touch in battle. You add 10 feet to your movement speed and you can take the Dash or Disengage action as a bonus action on your turns. Additionally, if you move into a creature's melee space on your turn and have used either the Dash or Disengage action, you can impose disadvantage on any attack rolls they make against you until the start of your next turn and force that creature to make a Charisma Saving throw against your dc. On a failure, if you engage in two weapon fighting against this creature during this time, you can add your charisma bonus (minimum +1) to every attack you make against the creature that turn. You can do this a number of times per day equal to your proficiency bonus.
The bonus to your speed changes to 20 feet at level 10 and then again to 30 feet at level 15
Fleet of Foot Additional movement
The additional movement granted by Fleet of Foot increases to 20 feet.
Fleet of Foot Additional movement
Your additional movement granted by Fleet of Foot increases to 30 feet.
Distracting Dance
At 7th level, whenever you or an ally makes an attack against a creature you can see within 30 feet from you, you can use your reaction to add your CHA modifier to the attack roll (minimum of +1). This can be done after the roll but before the attack is determined.
Entrancing Performance
At 10th level your proficiency bonus is doubled for any ability check you make that uses Performance.
As an action you can make a Charisma (Performance) Check. Any creature that can see you within 30 feet must make a charisma saving throw opposed by your DC. On a failure, a creature is distracted by your performance and all attacks on them are made at advantage until the end of your next turn.
Encore
At 15th level, you are a master at quick movement. Anytime you use the fleet of foot feature, the disadvantage is applied to all attacks against you that round, not just the creature you designate. Additionally, any time you roll initiative and have no uses of fleet of foot remaining, you regain one use.
Curtain Call
At Level 18, you gain the ability to finish up fights with an explosive rush by revealing to your companions the weak and inelegant rhythms of a creature's fighting style. As a bonus action you can force a creature you can see within 30 feet to make a Wisdom saving throw against your DC. On a failure, until the start of your next turn any time you or an ally within 30 feet of you makes an attack against the creature and hits, you can add your Charisma modifier (minimum of +1) to the damage roll. You can use this feature a number of times equal to your proficiency bonus and regain all uses on a short rest. If the attack reduces the enemy creature to 0 hit points, you regain one use of this feature and the attacking creature can immediately use their reaction to make an additional attack against another creature.
Previous Versions
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