Base Class: Barbarian
While many barbarians enhance their combat and vitality with a focused anger, those in the Path of Ballet learn to fight alongside the many melodies ringing in their mind, using different fighting techniques depending on the songs they choose to play. The Path of Ballet is a journey of emotional expression and perspective, as a musical song totem aids you in dancing around the battlefield. In combat, your music totem fills you with supernatural rhythm and dexterity adding a artistic flair to your barbarian rage.
Barbarians who take the Path of Ballet often associate closely with other story tellers and musicians in their tribe, and so too learn to appreciate and adapt a wide variety of musical genres. Additionally, many in the Path of Ballet commonly refer to their "rage" instead as their "dance" to incorporate the different emotions of musical expression.
Music Totem
At 3rd level, when you adopt this path, you gain access to a magical or modern music totem which can capture a player's library of melodies. When you use your barbarian rage, you may choose one of the following songs to emanate from your totem, gifting you with special abilities as you dance around the battle field. The benefits of this chosen song last until your rage ends.
Usually, your music totem is a physical object -- a music box or other similar artifact such as magical headphones or a Walkman-- , either made or acquired, that incorporates a plethora of runes or inscriptions to signify your different song options. At any given time, you may activate your music totem to have it play music, even without raging. When your totem plays music, you may also choose whether it plays music only you can hear or if it plays music others can hear up to a range of 100 feet (you can choose its volume).
Your totem might play music in styles or songs related to those listed but more appropriate to your own choice(s). For example, Moon's Sorrow is based off a slower, darker, and sadder melody, but may be played in multiple genres (such as country, opera, rock, rap, instrumental, etc) and use multiple different lyrical selections. The music in the totem may be pre-determined, come from the player's memory, or be downloaded depending on the setting.
Moon's Sorrow: you gain resistance to cold and necrotic damage and can see normally in both magical and non-magical darkness up to a range of 60 feet. This song of mourning or solemnness gives you clarity even in the darkest of moments.
Thunder Dome: you may add 1d4 thunder damage to an attack once per turn. This song of power and energy enhances the vigor of your attacks.
Flight of the Fey Wild: you gain one additional reactions per round. This song of jovial speed and fluidity heightens your spatial awareness and battle efficiency.
Hell's Bells: whenever you have advantage on an attack roll using a weapon, you can reroll one of the dice once. Additionally, any creature that has advantage on an attack against you may also reroll one of the dice once. This song of anger and ferocity gives you deadly accuracy while also forfeiting your defenses.
Nature's Ballad: your movement speed cannot be reduced by difficult terrain and you may use a bonus action instead of an action to contest effects which cause you to be grappled or restrained. This song of warmth and serenity gives you supernatural grace and elegance in combat.
These songs gain additional features at 6th and 14th level.
Saving Throws. Some of your dances require targets to make a saving throw to resist the dance's effects. The saving throw DC is calculated as follows:
Dance save DC = 8 + your proficiency bonus + your Charisma modifier
Arcane Acrobatics
Yours is a path that seeks to tune in with all the art in the natural world, giving you an affinity to understand other languages through music and to spread your nimbleness to others. At 3rd level when you adopt this path, you learn the minor illusion cantrip and you also gain the ability to cast comprehend languages as a ritual and feather fall once per day (even while raging), as described in the Spellcasting section. Charisma is your spellcasting modifier for these spells. Additionally, you gain proficiency in the Performance skill and when you make a check using the performance skill, your proficiency bonus is doubled for the check.
Performance Ready
Combat and performing have almost become one in the same. At 6th level, you may calculate your AC for the barbarian's Unarmored Defense using your Charisma modifier in place of your Dexterity modifier, making your Unarmored Defense equal to 10 + your Constitution modifier + your Charisma modifier. You can use a shield and still gain this benefit.
Additionally, your totem music grants more benefits while raging.
Moon's Sorrow: You ignore all the effects of exhaustion. Additionally, if you do not use the Attack action on your turn, you may dodge as a bonus action. This bonus action counts as taking damage for the purposes of maintaining the duration of your rage.
Thunder Dome: You gain resistance to thunder, force, and radiant damage. Additionally, when you enter a Thunder Dome rage, one melee weapon of your choice which you are holding gains the thrown property (range 20/60) until your rage ends. This weapon returns to the your hand immediately after it is used to make a ranged attack.
Flight of the Fey Wild: Your speed increases by 10 feet.
Hell's Bells: You become immune to the frightened condition. Additionally, whenever you kill a creature, all other hostile creatures within ten of you must make a Wisdom saving throw or become frightened of you until the end of their turn.
Nature's Ballad: Any critical hit against you becomes a normal hit. You also gain an additional +1 bonus to weapon attacks.
Dance of Clashing Steel
At 10th level, you learn how to inspire even inanimate objects to dance along side you. After a long rest, you may touch one non-magical melee weapon and turn it into a dancing weapon similar to the dancing sword detailed in the Player's Handbook. This weapon may only be used by you but does not require attunement and it becomes magical for the purpose of overcoming resistances to non-magical damage. Unlike the Dancing Sword, however, this dancing weapon may only attack a number of times equal to twice your Charisma modifier per short rest (minimum of 2). Additionally, this dancing sword has the ability to use your reaction(s) to parry: where if your dancing weapon is within 5 feet of a creature hit by a melee attack, it can reduce the damage taken by 1d8. The sword can remain floating in order to parry even after all of its attacks are spent. Lastly, the dancing weapon gains unique benefits detailed under the Perfect Form totem music selections at 14th level. Only one weapon may benefit from this ability at a time.
Perfect Form
At 14th level, your many hours of dance practice has established a supernatural memory and connection to your music. Your totem songs grant you and your dancing weapon additional benefits while raging.
Moon's Sorrow:
- As a bonus action, you temporarily lose all your character's resistances but gain an aura of sorrow. While aura of sorrow is active, any creature that hits you with an attack or targets only you with a spell must make a Charisma saving throw or become charmed by you for the next minute. They may repeat this saving throw at the end of their turn each round. At the beginning of your next turn, you regain your original resistances and the aura of sorrow ends.
- Your dancing weapon can attack either as a free action or bonus action once on your turn.
Thunder Dome:
- The floor around you becomes difficult terrain in a 15 foot radius for all creatures without thunder resistance. Creatures who begin their turn within this radius take thunder damage equal to your Charisma modifier.
- Your dancing weapon may benefit from your Reckless Attack feature.
Flight of the Fey Wild:
- You can add a number of feet to your long jump and high jump distance equal to five times your charisma modifier. Additionally, you take no damage from falling.
- While the dancing weapon has attacks remaining, it may use your reaction to make an opportunity attack against a creature within 5 feet of it.
Hell's Bells:
- When you score a critical hit with a weapon attack, you can roll two of the weapon's damage dice (instead of one) and add it to the extra damage of a critical hit.
- Your dancing weapon deals an extra 1d4 fire damage on a hit and also deals 1d4 fire damage to any creature it parries.
Nature's Ballad:
- You become immune to being frightened, charmed, paralyzed, petrified, or shifted to another plane unwillingly.
- Your dancing weapon can swoop in to parry attacks. If your dancing weapon is within 15 feet of a creature hit by a melee attack, it can move within 5 feet of that creature and reduce the damage taken by 1d8 + your charisma modifier.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/5/2020 4:56:12 PM
|
9
|
0
|
1
|
Coming Soon
|
|
|
12/9/2021 7:28:35 PM
|
105
|
12
|
1.1
|
Coming Soon
|
|
|
6/15/2023 7:30:50 AM
|
122
|
6
|
--
|
Coming Soon
|
|
|
6/15/2023 7:23:26 PM
|
128
|
1
|
2.6
|
Coming Soon
|
Comments