Bard
Base Class: Bard

The battle dancers of Nazuk are a warrior cast, who merge performance with deadly strikes from their spears and their jaguars claws. All children born within the kingdom of Nazuk are raised from birth alongside their jaguar companion, many considering them more important than their blood family. Together they train to strike as a unit. Using the masters dazzling performances to distract and charm their foes, their companion strikes from behind going for the kill.

Graceful strikes

3rd-level Battle dancer of Nazuk feature

When taking this subclass you may choose 1 simple weapon to gain proficiency in.

Graceful strikes: You may use a finesse weapon as your spell focus when casting bard spells. Additionally when you land a melee attack with a finesse weapon, or preform a dazzling performance your beast companion gains a +2 status bonus to hit the affected target until the start of your next turn.

 

Beast companion

3rd-level College of Creation feature

You form a bond with a great beast. The beast is friendly to you and your companions and obeys your commands. Choose its stat block—Beast of the Land, Beast of the Sea, or Beast of the Sky—which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.

In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.

When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.

 

Beast of the Land

Armor Class 13 + PB (natural armor)

Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)

Speed 40 ft., climb 40 ft.

STR
14 (+2)
DEX
14 (+2)
CON
15 (+2)
INT
8 (-1)
WIS
14 (+2)
CHA
11 (+0)

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

ChallengeProficiency Bonus (PB) equals your bonus

Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage.

Beast of the Sea

Beast of the Sea

Armor Class 13 + PB (natural armor)

Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)

Speed 5 ft., swim 60 ft.

STR
14 (+2)
DEX
14 (+2)
CON
15 (+2)
INT
8 (-1)
WIS
14 (+2)
CHA
11 (+0)

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

ChallengeProficiency Bonus (PB) equals your bonus

Amphibious. The beast can breathe both air and water.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Binding Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB piercing or bludgeoning damage (your choice), and the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the beast can’t use this attack on another target.

Beast of the Sky

Beast of the Sky

Armor Class 13 + PB (natural armor)

Hit Points 4 + four times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level)

Speed 10 ft., fly 60 ft.

STR
6 (-2)
DEX
16 (+3)
CON
13 (+1)
INT
8 (-1)
WIS
14 (+2)
CHA
11 (+0)

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

ChallengeProficiency Bonus (PB) equals your bonus

Flyby. The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage.

Dazzling Performance

6th-level  Battle dancer of Nazuk feature

Once per turn you may expand a use of your barbic inspiration dice to perform a dazzling dance using your weapon. Roll a performance check against the creatures insight check. If you succeed the check the creature is charmed until the start of your next turn, if you crit succeed the creature is instead stunned. If the roll fails the creature is immune for 24 hours.

Additionally if you succeed the roll your animal companion may move up to half its movement speed and make a free follow up attack against the effected target. Movement used during this ability counts as movement spent on its turn.

To use this feature you must be using a finesse weapon, as well your animal companion must be within half of its movement range to the target.

Deviating deut

14th-level Battle dancer of Nazuk feature

You and your animal companion now work in perfect sync. When you use Dazzling Performance you may now target a number of creatures equal to your charisma modifier. If you hit more than one target with the feature you may each strike a different target within your range. Additionally your animal companion may move up to its full movement speed to strike a target now.

If instead you charm a single target, you may both strike the same target. If both strikes land you cause a deep wound due to your concentrated strikes, the target to take an additional 1d10 bleed damage.

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