Fighter
Base Class: Fighter

 You have trained on the side to mix dancing into your combat style, adding grace and acrobatic awe to stun your enemies as you slay them.

Unarmored Grace

You gain additional AC due to your adaptation of dance into your fighting style. Your AC is equal to 10 + Dexterity Modifier + Charisma Modifier. You cannot wear armor or wield a shield.

Way of the Dance and Suggestion

When you strike a Critical hit on an enemy creature, you can move away from the enemy without provoking attack of opportunity. You gain expertise in Performance and proficiency in Acrobatics. You also gain +3 to your Persuasion, as well as your Maximum charisma score being increased to 25.

Graceful Footwork

You have perfected your footwork to where you can your Dexterity Modifier to dodge. When you are attacked or have to make a saving throw, you can add your Dexterity modifier to your AC/results once per attack/saving throw. You can only do this up to the a times equal to your proficiency bonus per long rest.

Ethereal Chain of the Bonded

At 7th level, you can bind two weapons you are proficient with to you through a ritual, causing chains to be able to pull them back to your hands if you throw them or are disarmed. The ritual takes an hour to complete the binding, but you cannot recall them when you are unconscious.
Also, any bonded weapon you use gain and deal additional damage equal to your Charisma modifier.

Elemental Extensions of the Body

You have learned to take the energies of your emotions and channel them into your weapons as you dance. Whenever you deal damage with any weapons, you can add 3d4 of any damage type you choose to it. Once every long rest, you can change the damage type, but you cannot change it again until after another Long Rest.

Acid

You channel your emotions into your weapons, granting an additional 3d4 Acid damage after the initial damage is dealt.

Cold

You channel your emotions into your weapons, granting an additional 3d4 Cold damage after the initial damage is dealt.

Fire

You channel your emotions into your weapons, granting an additional 3d4 Fire damage after the initial damage is dealt.

Force

You channel your emotions into your weapons, granting an additional 3d4 Force damage after the initial damage is dealt.

Lightning

You channel your emotions into your weapons, granting an additional 3d4 Lightning damage after the initial damage is dealt.

Necrotic

You channel your emotions into your weapons, granting an additional 3d4 Necrotic damage after the initial damage is dealt.

Poison

You channel your emotions into your weapons, granting an additional 3d4 Poison damage after the initial damage is dealt.

Psychic

You channel your emotions into your weapons, granting an additional 3d4 Psychic damage after the initial damage is dealt.

Radiant

You channel your emotions into your weapons, granting an additional 3d4 Radiant damage after the initial damage is dealt.

Thunder

You channel your emotions into your weapons, granting an additional 3d4 Thunder damage after the initial damage is dealt.

Echoes of Songs

You learn how to channel your inner soul into the song you are dancing to, creating ethereal avatars similar in appearance and armed with similar weapons as you. You can only summon up to two avatars when you use this bonus action. You can only control up to two Avatars. You can only use this ability up to 3 times per long rest.

Your avatars have AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If any of your avatars are ever more than 30 feet from you at the end of your turn, they are destroyed.

You can use the Avatars in the following ways:

  • As a bonus action, you can teleport, magically swapping places with any of your avatars at a cost of 15 feet of your movement, regardless of the distance between the two of you.
  • When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo’s space. You make this choice for each attack.
  • When a creature that you can see within 5 feet of your avatars moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the avatar's space.

Passion of the Dance

After many trials through battle and performance, you have learned how to draw the attention to you instantly while treating each strike as if you are telling a story through movement. You have gained advantage in Performance, +3 to Performance, advantage in Acrobatics, and you can increase either Dexterity or Charisma by +2.

Dancer's Asura

As you have learned different fighting styles along with dance moves, you also learned how to expand your energy to summon ethereal arms. You gain a number of Extra Attacks equal to your proficiency bonus.
You can only use this ability once per combat up to 6 times.
During a Long Rest, roll 1d6 to see how many charges you regain.

Previous Versions

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