Base Class: Fighter
You took interest in a very unique way of fighting, that being one that combines the aspects of dance with the martial arts. Making a performance of every battle is no easy task, but you have made this your life's goal, your art of choice. You have the following features:
Fighting Routines
You have trained in the art of breakdancing, and now you can perform certain dancing routines while fighting. A routine requires you to spend routine points to use it.
You know three routines of your choice from the list below. You learn additional routines at 5th, 9th, 13th, and 17th level. Each time you learn a routine, you can also replace one routine you know with a different one you can learn.
Routine Points
Making a performance of a fight is no easy task, and your pool of routine points represents the limit of your abilities to do so. Your class level determines the number of routine points you have, as shown below. You regain all spent routine points at the end of a long rest.
Using Routines
Some routines require certain conditions to use. Some routines may require your target to make a saving throw to resist the maneuver’s effects.
Routine save DC: 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
| Fighter Level | Routine Points | Routines Known |
|---|---|---|
| 3rd | 6 | 3 |
| 4th | 8 | 3 |
| 5th | 10 | 4 |
| 6th | 12 | 4 |
| 7th | 14 | 4 |
| 8th | 16 | 4 |
| 9th | 18 | 5 |
| 10th | 20 | 5 |
| 11th | 22 | 5 |
| 12th | 24 | 5 |
| 13th | 26 | 6 |
| 14th | 28 | 6 |
| 15th | 30 | 6 |
| 16th | 32 | 6 |
| 17th | 34 | 7 |
| 18th | 36 | 7 |
| 19th | 38 | 7 |
| 20th | 40 | 7 |
Fighting Routines: Dexterity
Your Fighting Routines use Dexterity.
Fighting Routines: Strength
Your Fighting Routines use Strength.
Fighting Rhythm
3rd-level Break Dancer feature
At 3rd level, your martial and performative training allows you to enter a battle stance, known as your fighting rhythm. While in this stance, your unarmored AC is equal to 10 + your dexterity modifier + your charisma modifier.
When you roll initiative, you can enter this stance. While in this fighting rhythm, you cannot cast, nor concentrate on spells, as your focus needs to be undivided towards your footwork and acrobatics. You can exit or re-enter your rhythm with use of a bonus action.
Additionally, you have expertise in the Performance skill.
At 18th level, while you are in this stance, no creature can have advantage against you with attacks from any source, unless you are incapacitated.
Bob N' Weave
7th-level Break Dancer feature
When you reach 7th level, your unshakable rhythm allows you to bounce back from strikes and grapples. You have advantage against being made prone or grappled against your will whilst you are not incapacitated. While you are in your Fighting Rhythm, you instead have immunity whilst not incapacitated.
Mental Gymnastics
10th-level Break Dancer feature
At 10th level, your practiced performance and dance reaches a new level. You have advantage on all dexterity and charisma saving throws.
Sound Footwork
15th-level Break Dancer feature
At 15th level, your flow in your movements and dances allows you to move free from the worst restraints, and redirect the most painful hits. You are immune to critical hits and have advantage on saving throws against becoming restrained while not incapacitated. While you are in your Fighting Rhythm, you are instead immune to the restrained condition while not incapacitated.
Muscle Memory
18th-level Break Dancer feature
At 18th level, your fighting stance becomes more refined, and nearly instinctual to you. You are now capable of casting and concentrating on spells while in your fighting stance. Additionally, your unarmored armor class while in your fighting stance becomes 13 + your Dexterity modifier + your Charisma modifier.
Fighting Routines
These routines can be used by anyone who studies the art of Break Dancing.
Ankle Break (2 points)
When you hit a creature with an attack, you can spend 2 routine points to attempt to knock the target down. If the creature is no more than one size larger than you, it must make a Strength saving throw against your Routine DC. On a failed save, the target is knocked prone.
Ankle Break (2 points)
When you hit a creature with an attack, you can spend 2 routine points to attempt to knock the target down. If the creature is no more than one size larger than you, it must make a Strength saving throw against your Routine DC. On a failed save, the target is knocked prone.
Brush It Off (2 points)
As a reaction in response to being charmed or frightened, you can spend 2 routine points to clear yourself of that condition.
Drop Something? (2 points)
When you hit with an attack, you can spend 2 routine points to disarm a target. The target must make a Str. or Dex. (its choice) saving throw against your routine dc or be disarmed. A disarmed creature drops any weapons or shields it is holding.
Drop Something? (2 points)
When you hit with an attack, you can spend 2 routine points to disarm a target. The target must make a Str. or Dex. (its choice) saving throw against your routine dc or be disarmed. A disarmed creature drops any weapons or shields it is holding.
Flow State (2 points)
As a bonus action, you can spend 2 routine points to take the dodge action.
Footloose (2 points)
As a bonus action, you can spend 2 routine points to take the dash action, and move with unrivaled evasiveness. Until the end of your next turn, your movement does not provoke attacks of opportunity.
Freestyle (3 points)
When you’re hit with an attack, you can use your reaction and spend 3 routine points to make a performance check against the creature attacking you. You can replace your AC with the result of this check until the beginning of your next turn, including against the triggering attack, potentially causing it to miss.
Look At Me! (2 points)
When you hit a creature with an attack, you can spend 2 routine points to mystify them with your acrobatic works, distracting them momentarily. The next attack made on the creature before the start of your next turn has advantage.
Look At Me! (2 points)
When you hit a creature with an attack, you can spend 2 routine points to mystify them with your acrobatic works, distracting them momentarily. The next attack made on the creature before the start of your next turn has advantage.
Me vs. You (1 point)
As a bonus action, you can spend 1 routine point to face down a creature that you can see and make a Charisma (Performance) check contested by the target’s Charisma (Performance). The creature that succeeds has advantage on attack rolls against the other creature until the end of its next turn.
Pinpoint Strike (3 points)
When you hit a creature with an attack in which you rolled 18 or 19 on the d20, you can spend 3 routine points (no action required) to turn that hit into a critical hit.
Retort (2 or 4 points)
When a creature misses you with a melee attack, you can spend 2 routine points to make an attack in return as a reaction. If you spend 4 routine points, it instead takes no action. You can only use this routine once per turn.
Run it Back! (1 point)
When you or a creature within 60 feet of you that can see you fails a saving throw, you can spend 1 routine point as a reaction to give a push of inspiration, allowing the creature to reroll the save, taking the highest roll.
Think Fast! (1 point)
When you miss with an attack, you can spend 1 routine point to use the momentum to carry yourself into an immediate follow up attack as part of that same attack action. (Ex. If you have a multiattack of 2, and you miss the first, you can use this routine to attack once more in addition to your second attack. 3 total.) You can only use this routine once per turn.
Throwback (1 point)
As an attack, you can spend 1 routine point and throw a weapon which has the light property. This attack deals the typical damage of the weapon, along with an additional 1d8 of the weapon's damage type. On a hit or miss, the weapon returns to your hand.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
11/13/2025 2:32:26 AM
|
3
|
1
|
--
|
Coming Soon
|
Comments