Base Class: Fighter
Graceful, elegant and beautiful, Battle Dancers are deadly performers whose movements speak of martial discipline and expertise, of a pulsing and persistent energy whose rhythm can inspire souls, soothe troubled hearts, and grant them and edge over their enemies in battle.
Light on their feet and masters of motion, these fighters have a reputation for recklessness, oftentimes considering their foes as their dance partners and unmistakably having fun in the battlefield. But, is it really being reckless when their slim and sharp weapons strike with the same precision and power as their footfalls?
Graceful Training
Starting at 3rd level, you begin training to become as gifted as the greatest of battle dancers. You gain proficiency with the Acrobatics and Performance skills if you don’t have them already.
Additionally, you gain a bonus to your Dexterity (Acrobatics) checks equal to your Charisma modifier, and a bonus to your Charisma (Performance) checks equal to your Dexterity modifier.
Battle Dance
Also at 3rd level, you can start a dance in the battlefield as a bonus action. For 1 minute or until you choose to end it (no action required), you can take the Dash action as a bonus action, and you gain the benefits (choose each time you activate this feature) of one of the dances (as seen below). You can change your dance stance as a bonus action on your turn.
- Dove Dance. When you are targeted by an attack that hits and can see the attacker, you can use your reaction to perform a pirouette and gain a +2 bonus to your Armor Class until the beginning of your next turn. When you reach 10th level, this bonus increases by 1, to +3, and it increases again at 17th level, to +4.
- Peacock Dance. You gain a +1 bonus to attack rolls you make with melee weapons. When you reach 10th level, this bonus increases by 1, to +2, and it increases again at 17th level, to +3.
- Sparrow Dance. When you are forced to make a saving throw, you can use your reaction to try an evasive maneuver and gain a +2 bonus to that saving throw. When you reach 10th level, this bonus increases by 1, to +3, and it increases again at 17th level, to +4.
- Swan Dance. You gain a +1 bonus to your Armor Class. When you reach 10th level, this bonus increases by 1, to +2, and it increases again at 17th level, to +3.
Quickened Step
At 7th level, your form and finesse grant you increased reflexes and speed. You gain proficiency with Dexterity saving throws and a bonus to your initiative equal to your Charisma modifier.
Additionally, your speed increases by 10 feet.
Dance Partner
Upon reaching 10th level, when you activate your Battle Dance, you can choose a creature other than yourself within 30 feet of you to be your dance partner. The target remains your dance partner for 1 minute, until they or you become incapacitated, or until you choose to end the effect (no action required).
If your dance partner is friendly, whenever you or them make an attack roll, ability check or saving throw, you can roll 1d4 and add the result to the roll.
If your dance partner is hostile towards you, whenever you make an attack roll, ability check or saving throw, you can roll 1d4 and add the result to the roll. In addition, whenever your dance partner makes an attack roll or ability check, you can roll 1d4 and subtract the number rolled from the result.
You can use this feature twice, and gain all expended uses when you finish a short or long rest.
Cross the World Stage
At 15th level, with grace and poise you can safely maneuver across any battlefield. You don’t treat terrain occupied by creatures as difficult terrain, opportunity attacks against you are made with disadvantage, and your speed increases by an additional 10 feet.
Blitz Dancing
When you reach 18th level, whenever you begin your battle dance or change your stance, you may choose to focus all your energy into blitz dancing, the most powerful battle dance of them all.
Until the start of your next turn, every attack you hit in a row without missing increases consecutively in damage by 1d4. The first hit deals an extra 1d4 damage, the second an extra 2d4, etc; every consecutive hit gaining momentum in your performance. If you miss, the damage of the next attack resets back to 1d4. If you take damage while your blitz dance is active, you must make a Constitution saving throw (DC= 10 or half the damage you take, whichever number is higher.) If you finish a blitz dance at the beggining of your turn and start another one as a bonus action, the damage of the next attack resets back 1d4.
Performing a blitz dance doesn't negate the benefits from your regular battle dance, and you can use this feature a number of times equal to your proficiency bonus, gaining all expended uses when you finish a long rest.
Previous Versions
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7/14/2022 10:03:46 PM
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