Base Class: Bard
Dancers come from many different backgrounds. They master every dance, no matter how exotic, as if it were a mundane act in addition they use small weapons to pick away at their unwitting foes as their dances debilitate their marks while filling their allies with power. Though a rarity on the battlefield few forget the sight of a skilled dancer at work.
Dancers perform their magical feats not through a stave or rod, but rather specially made jewelry worn on the wrists or ankles. As they dance around the battlefield they move their bodies in specific patterns to manipulate the magical power of the weave to their advantage. Their bodies act as conduits to unleash a wide variety of spells to hamper enemies and aid allies. Once they coaxed the required magic through their focus, they must keep moving to cast, and to keep their on-going spells active.
The art of battle dancing originated from Calimshan, but it's awe inducing techniques have since spread across the continent to reach even as far as Kara-Tur.
Dazzling Dance
Beginning at the 3th level, you have a number of Dazzling Dance charges equal to your proficiency, which are restored after a short rest when you have spent at least an hour resting. Additionally, you may spend 1 Dazzling Dance charge to take the Dash, Disengage or a second Ranged Attack as a bonus action.
Furthermore you can expend one charge of Dazzling Dance as a reaction to gain Evasion until the start of your next turn.
Flourish
The art of battle dancing has branched out into two disciplines. The Way of the Dervish and the Way of the Sandstorm.
Dervish
Close and personal, you prefer to dance around your opponent and whittle them down with swift cuts.
Your training with melee weapons has granted you the ability to swing your chosen weapon with such speed it increases the deadliness of your attacks. Add 1d6 thunder damage to your melee attacks, increased to 2d6 at 6th and 3d6 at 14th level.
You gain proficiency with the scimitar if you not already have it.
Sandstorm
Your training with thrown weapons has granted you the ability to toss your chosen weapon with such speed it increases the deadliness of your attacks. Add 1d6 thunder damage to your thrown attacks, increased to 2d6 at 6th and 3d6 at 14th level.
Additionally you can spend 1 hour attuning your finesse throwing weapons to your dancing. When you throw a weapon you are attuned with, it returns to your hand after the attack is resolved.
You gain proficiency with the Chakram Weapon. (Use Handaxe stat block with the Finesse trait.)
Dance Magic
As a Dancer, when you cast a spell you do not have to fulfill the verbal component of it. You must spend 10ft.of movement alongside your spell slot to cast a spell or to maintain a spell.
Spellcasting Focus
You can use a bangles, anklets or other jewelry inlaid with gemstones (see the Adventuring Gear section) as a spellcasting focus for your Bard spells.
You have to perform Ritual spells through dancing.
Unarmored Defense
Beginning at the 6th level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You loose this benefit when wearing any type of armor or shield.
Spell Dancer
Beginning at the 14th level, when you cast a spell you gain a number of Dazzling Dance charges equal to half the level(rounded down) of the expended spell slot.
Previous Versions
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7/8/2023 11:32:43 PM
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7/9/2023 5:58:22 PM
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7/9/2023 6:15:23 PM
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1.2 Beta
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8/15/2023 12:34:57 PM
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