Base Class: Fighter
War Dancers see music in battle and dance to its rhythm. They turn the art of the dance into a deadly weapon, moving through the battlefield with calculated grace, shifting between flurries of offensive and defensive flourishes.
Dancer’s Grace
You gain proficiency in the Performance skill if you don’t already have it.
While you are not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
Blade Dancing
You have developed your ability to weave your attacks into a fluid dance. You gain the following abilities:
Flow Dice. You have five Flow Dice, which are d4s. A flow die is expended when you use it, and you regain all expended dice when you finish a short or long rest.
You gain an additional Flow Die when you reach 7th level (six dice total) and 15th level (seven dice total).
Dance Transitions. You gain the following actions, which are called Dance Transitions. You may only use one Dance Transition per turn, and to use a Dance Transition, you must expend a Flow Die.
If a transition requires a creature to roll a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier.
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Brutal Flourish. As a bonus action, you may make a melee attack against a creature within range, dealing a roll of your flow dice radiant damage on hit, and enter the Offensive Dance if you are not already in it.
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Protective Flourish. When you take the Attack action, you can choose to forgo one attack to enter the Defensive Dance if you are not already in it. Additionally, the next attack made against you before the start of your next turn is made at disadvantage.
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Glamour’s Leap. As a bonus action, you may move up to half your movement in a straight line in any direction without provoking opportunity attacks, and exit your current Dance. If you are not currently in a Dance, this transition does not consume a Flow Die.
Dances
A dance lasts until the end of your next turn. When you enter a dance, you cannot enter that same dance again until after it ends. If your movement speed is reduced to 0 while in a dance, the dance ends immediately.
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Offensive Dance. While in the Offensive Dance, when you hit a creature with a melee weapon attack, roll your Flow Die and add the result to the damage roll as radiant damage.
Additionally, whenever you take damage, roll your Flow Die and take extra force damage equal to the result. -
Defensive Dance. When you enter the Defensive Dance, you gain temporary hit points equal your charisma mod + your fighter level. These temporary hit points last until the dance ends.
Additionally, you have advantage on all saving throws while in this dance.
Enhanced dance
Your dance has improved. You gain the following benefits:
Enhanced Flow. Your Flow Die increases to a d6.
Improved Dance Transitions. You gain the following Dance Transitions:
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Aggressive Waltz. As an action, Choose up to three creatures within 30 feet of you. Make a melee attack against each of them. On hit, the target suffers the normal effects of your weapon or unarmed strike. You then choose one of the creatures you hit or missed and teleport to an unoccupied space within 5 feet of them, then enter offensive dance
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Defensive Ballet. As a bonus action, enter the Defensive Dance. Until the start of your next turn, whenever you are targeted by a melee attack, you perform a graceful riposte — roll your Flow Die, and the attacker takes force damage equal to the result.
- Explosive Crescendo. Each time you end your turn while in a dance, you gain once explosive crescendo charge. If you end your turn outside of a dance, you lose all your explosive crescendo charges. You can only use this Dance Transition while in a dance. As an action, release a burst of energy built up through your dance.
Every creature within 30 feet of you must make a Dexterity saving throw, taking radiant damage equal to a number of rolls of your flow dice equal to the number of charges you have on a failed save, or half as much on a success. This transition ends your current dance.
Superior Dance
Your graceful technique has grown even further.
Quick Feet. Your movement speed increases by 10 feet.
Superior Dance. You gain access to the Superior Dance. While in Superior Dance, you gain the following benefits:
- Increased Damage. Whenever you hit an enemy with an attack, add a roll of your Flow Die to the damage.
- Quick Strikes. You gain an additional action on your turn. This action can only be used to take the Attack (one weapon or unarmed strike only), Dash, or Dodge action.
- Superior Movement. Your movement speed increases by 10 feet, and you cannot be targeted by opportunity attacks.
- Superior Finale. While in Superior Dance, Dance Transitions do not cost Flow Dice.
Dance Transition – Virtuoso. As a reaction when you score a critical hit or reduce a creature to 0 hit points, you may enter the Superior Dance. You can only use this transition while in a Dance. It does not cost a Flow Die, and can only be used once per short or long rest.
Peak Performance
Your dances reach the height of power. You gain the following benefits:
Improved Flow. Your Flow Die increases to a d8.
Improved Offensive Dance. While in the Offensive Dance:
- Your weapon and unarmed strikes score a critical hit on a 19–20.
- The extra force damage you take from Offensive Dance is halved (minimum of 1).
Improved Defensive Dance. While in Defensive Dance:
- You have resistance to bludgeoning, piercing, and slashing damage from weapons.
- When a creature misses you with a melee weapon attack, you can use your reaction to redirect that attack to a creature within 5 feet of you. The attacker rerolls the attack roll against the new target.
Combat Choreography
When you roll initiative, you can choose to immediately enter either Offensive or Defensive Dance.
Additionally, if you roll initiative and have no remaining Flow Dice, you regain 2 Flow Dice.







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