Base Class: Barbarian
Many Barbarians use Rage to simply cause more harm, however some channel this energy in a different manner. The Path of the Dancer use the boost in physical capabilities to push the artform further, using intricate and precise movements to attack and defend.
Dance moves
When you first take this path at level 3, you gain proficiency in Acrobatics and Performance. If you already have proficiency in either or both of these skills, double your proficiency bonus for any ability check you make that uses Acrobatics or Performance.
You also gain the ability to hone your rage into precise punches and kicks. Your unarmed strikes gain the following benefits while you are raging.
-You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
-You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain barbarian levels, progressing identically to the Martial Arts column of the Monk table.
-Your unarmed strikes now count as magical for the purposes of overcoming resistances.
Inspiring Jig
Beginning at 6th level, you can inspire others through your Dance moves. To do so, you use a bonus action on your turn to make a Performance check. After you receive the total of the roll plus modifiers, choose one creature other than yourself within 45 feet of you who can see you. That creature will gain one Inspiration token equal to the Performance you just made.
Once within the next 10 minutes, the creature can choose to expend the token before rolling an ability check, attack roll, or saving throw it makes. The value of the Inspiration token expended is equal to the total of the roll; you do not add your modifiers to the value of the token. Once the Bardic Inspiration die is used, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Evasive Footwork
Beginning at 10th level, your nimble movements allow you to dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
In addition, your precise yet unpredictable movements make it harder for the enemy to retaliate. If you make a melee attack against a creature during your turn, that creature can't make opportunity attacks against you for the rest of your turn.
Fusion Mastery
Starting at 14th level, your mastery of the combination of dance and combat becomes all the more apparent. While raging, you may now add your Performance Modifier to both your Unarmed Strike attack bonus and Damage. The damage type is the same as your Unarmed Strike.
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