Rogue
Base Class: Rogue

War dancers are graceful fighters who combine the prestigious art of dance with the deadly art of swordplay. Wielding one weapon in each hand, they can leap around the battlefield in a flurry of slashes so fluid, so quick and so mesmerizing that enemies, and audiences are left awed and dumbstruck by the display; or left bleeding from a dozen slash wounds.

Deadly Entertainer

Starting at 3rd level, when you choose this archetype, you gain proficiency in performance and acrobatics if you do not have them already. Additionally, you can engage in two-weapon fighting if the two weapons both have the finesse property, and you can add your ability modifier to the damage of the second attack.

Crimson Dance

Starting at 3rd level, you gain the ability to dance with your weapons in a dangerous display of finesse. If you have a weapon in both hands, you can use an action to enter into, or continue, a crimson dance and cause each space adjacent to you to become a very dangerous place to be.
When you enter or continue your dance, roll your sneak attack damage and the damage dice of both your weapons, adding any magical bonuses such as a +1 enchantment. Until the start of your next turn, each creature that you move adjacent to, or moves adjacent to you, must make a Dexterity saving throw with a DC equal to (8+ your proficiency modifier + your Dexterity modifier) or take half the damage you rolled, rounded up, or no damage on a successful one.
You can only damage the same creature once on your turn. Your dance also ends if you are knocked unconscious or you don't continue the dance.

Dancer's Dexterity

Beginning at 9th level, enemies have a hard time throwing you off your rhythm. If you are prone, you can stand up by spending 5 feet of movement, rather than half your speed. Additionally, you can use your bonus action to be able to move through the spaces of other creatures and ignore difficult terrain.

Crimson Whirlwind

At 13th level, you can move slower in order to focus on spinning your blades faster. If you enter your crimson dance and have not dashed this turn, you can reduce your speed by up to 30 feet as a part of the action in order to add an additional d6 to your damage roll for every 10ft you expend.

Visceral Finish

At 17th level, you can end your dance with a bloody flourish. While you are in your crimson dance, you can end it early as a bonus action and make a melee attack against each creature adjacent to you that failed its dexterity save during the dance. These attacks deal additional damage equal to the damage you dealt with your crimson dance.
Once you use this feature, you can't do so again until you finish a short or long rest.

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