Fighter
Base Class: Fighter

A fighter subclass that expands upon the movement options avaliable and via the use of step dice, either grant the character even further movement options or increases the offensive potency of their attacks. 

A battledancer sees the battlefield before them as just another stage to perform on, gliding from enemy to enemy as your fancy footwork bedazzles all as you hack and slash until the curtain falls

 

Natural Performer

You gain Proficiency in performance. 

Technical step

You have a pool of 4d4 step dice.
With these dice you can :

• As a reaction to a missed attack you can roll as many step dice as you have remaining and add your dexterity modifier, if your total score is higher than the total attack roll made by the enemy that missed you land a successful attack on them

• As a bonus action, before you take the attack action, you can roll as many step dice as you have remaining. Add the total rolled to your next attack roll

• After landing a successful attack roll, you can roll up to three step dice. Add the total rolled to the damage roll

 Step dice reset on a long rest 

At 7th level the number of step dice increases by 2 to 6d4

At 10th level a step die increases to a d6

At 15th level the number of step dice increases by 2 to 8d6

At 18th level a step die increases to a d8

Fleeting footwork

Once per short rest, you can roll one step dice. You can move an additional amount of distance (ft) equal to the result times 5.

Backstep

As a bonus action you can spend one step dice to take the disengage action 

A well earned break

Once per long rest, during a short rest you can restore up to half of your total expended step dice.

When you use this feature, you also inspire one ally for the challenges forthcoming, the ally you pick will get an additional 1d4 + Proficiency modifier to their next d20 roll

Top notch routine

All allies within 5ft of you have advantage on attack rolls

You gain advantage on initiative rolls and gain +2 to melee attack rolls 

The curtain won't fall...

The charades of the day shall end when you say they do. No force in the world can stop you from delivering your performance. And no chains can halt your movements. The curtain falls when you will it to. 

You are immune to being restrained.

You also gain the option to choose a "finishing act" 

... For the sake of my entourage

Once per long rest, any ally within your movement distance heals 7d10 as you perform a curing waltz.

For the next minute, any ally healed by this feature will :

• Gain an additional 5ft of movement speed

• Gain +1 to their AC

• Gain the ability to roll a 1d4 and add it to their next dice roll

... Until I bleed no more

You prefer closing acts to be as drawn out and dramatic as possible.

Once per long rest When you reach 0hp , you can use this feature as a free action directly in response to falling to or below 0 hit points. You immediately restore 1hp

For the next minute :

• You cannot fall under 1hp unless via a critical hit

• Healing spells/items/features/traits heal half the hp they normally would on you 

• Roll a d12 instead of what you would normally roll when using step dice.

After the duration of this feature has expired, if you were not restored back to your full hp, you fall unconscious and must make death saving throws starting at one failed save (If more than 1/2 of your health was restored, you also start with one successful death saving throw. If 3/4 of more of your health was restored you start with 2 successful saving throws instead of just the addtional 1) 

... Until I set the stage alight

Your burning passion cannot be contained within yourself any further. The climax of combat stokes the fires into an inferno the spreads onto your weapon.

 

For one minute :

• You gain +3 to attack and damage rolls

• Your weapon attacks gain an additional 2d10 fire damage to damage rolls 

• The weapon you are holding becomes covered in fire, you don't take damage from holding onto it. You cannot be disarmed when using said weapon

• Any attack roll that results in a 17 or higher before modifiers is a critical hit

After the duration of this feature has expired you take 2d10 fire damage that ignores any resistances or immunities.

 You can use this feature twice per long rest 

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