Fighter
Base Class: Fighter

This class is designed to emulate a dancing and swift moving fighting style, traversing the battlefield and dancing past your enemies defenses. At later levels I intend to incorporate flips and jumps in a Princess Bride like method for extra damage.

You have trained for years within the harsh schools that teach the famed La Espada Danzenta. The dancing masters have honed your technique to finely honed edge that can dance from one end of the room to the other. 

They have taught you to dash from wall to wall, flying past and around your opponents defenses, batting their blades from the air and dodging with ease.

Darting Movements

Beginning when you choose this archetype at 3rd level, you gain a Momentum Pool. The Momentum Pool does not naturally have any points. It can only be increased by you gaining momentum and attacking. Whenever you successfully hit a living creature with an attack using a melee weapon, you can roll your Momentum Die, which is a d4. The result of the d4 is added to your Momentum Pool. If you critically fail an attack role or do not deal any damage on your turn, your Momentum Pool is emptied. Your Momentum Pool is emptied on a long rest. You can use the Momentum Pool to do the below listed things.

  • Lunge: You can draw as many points as you wish from your Momentum Pool with your bonus action. You can then move an amount of feet equal to double the number of points drawn from your pool.
  • Speed: As long as you have at least one point in your Momentum Pool, you can take the Dash or Dodge action for free. You can use this proficiency bonus times per short rest.

Acrobatic Grace

When you choose this archetype at 3rd level, you gain proficiency in the acrobatics skill. If you already have an acrobatics proficiency, you gain proficiency in a different skill. 

Every time you pass an acrobatics check, you can roll the Momentum Die.

At 7th level, you gain expertise in acrobatics.

Blurring Speed

At 7th level, your Momentum Pool grows to add these extra benefits and actions.

  • Constant Dodging: Your AC is passively increased by half the amount contained within your Momentum Pool up to a maximum of five higher than your normal AC.
  • Dizzying Movements: Once per short rest, you can use your action to empty your Momentum Pool to permanently decrease the AC of an enemy of your choice by the amount that the pool contained. 

Flying Dance

At 10th level, your Momentum Pool gains greater variety and strength. You now gain the Flip, Leap, Spin, and Deflect abilities described below.

  • Your Momentum Die becomes a d6.
  • Flip: When an enemy attacks you, you can use your reaction to lower your Momentum Pool by an amount equal to half the damage dealt by that attack to do a Flip. When you do a Flip, you can halve the damage of the attack that triggered it, then jump over the creature that attacked you, moving ten feet from one side of the attacker to the other. This will not work if the creature is Large or bigger. You can use this proficiency bonus times per short rest.
  • Leap: When you use your bonus action for your Leap ability, you can reduce your Momentum Pool by up to 10 to increase the height or length of your jump by the chosen number times two. You do not receive damage when falling from height gained with this ability. 
  • Spin: When you have two or more enemies within five feet, you can use the Spin ability as an action. This will reduce your Momentum Pool by three plus an amount of your choice. You then choose one of the enemies, and the damage of your next attack against them is increased by a number of d4 equal to the amount you took from your Momentum Pool (not including the required three). The other enemies will have disadvantage on their next attack roll against you. You can use this up to half your proficiency bonus times per short rest. 
  • Deflect: After an enemy successful lands an attack on you but before they roll damage, you can use the Deflect ability with your reaction. This reduces your Momentum Pool by three plus any enemies over two that are effected by this ability. You then roll a d10, their attack's damage is reduced by the number you roll. On a nine or ten, you disarm your attacker, and on a ten you take no damage at all. You can use this up to half your proficiency bonus times per short rest.

Accurate Attacks

Starting at 15th level, you can attack through defenses and deal greater damage.

  • Piercing Attack: If you spend three points from your Momentum Pool, you can use your bonus action enhance your attack, allowing it to pierce through AC bonuses from shields, armor, and even natural armor if the DM deems it reasonable. You can use this one time per short rest.
  • Pinpoint Accuracy: You can take three points from your Momentum Pool before you make an attack roll to hit if you would otherwise miss. If you still hit, your hit automatically becomes a critical hit. You can use this one time per short rest.

 

Unstopping Determination

At 18th level, you gain the following improvements to your Momentum Pool.

  • Dodging Momentum: Every turn, so long as there are more than ten points in your Momentum Pool, any attack rolls made against you that miss allow you to roll your Momentum Die. If there are less than ten points but more than five, you roll your Momentum Die only on critically failed attacks against you.
  • Never Stopping: All La Espada Danzenta features that you regain on a short rest, you also regain after a long rest. You can spend Momentum Pool points to reduce the amount of time needed to sleep during a long rest by half an hour for every point expended down to half an hour of sleep. A long rest still requires eight hours of down time.
  • If you reduce your rest time with Momentum Pool points to four hours or less, your Momentum Pool will not be emptied. 

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