Base Class: Fighter
Happy Holidays! This Subclass is directly inspired from the ballet "The Nutcracker"! While in the original ballet, the nutcracker himself doesn't really have much characterization, I decided to dedicate this subclass towards the art of ballet and the idea of a romanticized hero and protector. All of the names for the Subclass abilities are taken from and inspired by the ABT (American Ballet Theatre) Ballet Dictionary found online (I'm not sure if I can link things on here and publish them so I'm not gonna try lmao). If you have any ideas for areas that can be changed, please leave them in the comments and I will try to respond! I hope you all enjoy this Subclass and again, Happy Holidays!
Level 3: Level 3: Rehearsal
Practice makes perfect. You gain proficiency in two skills between Athletics, Acrobatics, and Performance. If you already have proficiency in any of the selected skills, you instead gain expertise in said skills.
Level 3: Pas De Deux
As a Bonus Action, select a creature size Large or smaller within 5ft of you. The target must succeed on a Wisdom saving throw (DC = 8 + Prof. + STR or DEX) or is locked in a duet with you. While Pas De Deux is in effect:
- You and the target can only attack each other
- Neither you or the target can leave each other’s melee distance
- Either member can move up to their full movement speed on their turn, but the other will move with them, remaining within melee distance
To end Pas De Deux early, either member must take an action to make a Wisdom saving throw. On a success, they are free from the effect and take 1d6 Psychic damage. On a failure, they remain in the effect and take 2d6 psychic damage. Pas De Deux will end immediately when either member is incapacitated or dead.
You can use this ability equal to your proficiency bonus. You do not expend a use if the target succeeds their initial saving throw. Additionally, a target can willingly fail the saving throw. When this happens, you expend a use of this ability. When you use this ability on an ally, you still expend a use, but you or your ally can leave Pas De Deux at will without needing to meet any prerequisites above. You regain all expended uses when finishing a Long Rest.
Level 7: Relevé
Inspire your team to rise above the rest. When rolling for initiative, you can expend a use of Second Wind to give allies within 30ft temporary hit points equal to 1d10 plus half your fighter level rounded down. If you and your allies surprise your opponents, roll 2d10 instead.
Level 10: Valse de Fleurs
Slaying enemies in Pas De Deux invigorates you to keep fighting for your friends and with your foes. While in combat, if you expend your last use of Pas De Deux and are able to incapacitate or kill your target, you regain expended uses of Pas De Deux equal to half your proficiency bonus rounded down. You can use this ability once per short rest. Additionally, Psychic damage dealt when trying to leave Pas De Deux is increased from a d6 to a d10
Level 15: Avant, en
While Pas de deux is active, you always have advantage when attacking your opponent and your attack rolls can score a Critical Hit on a roll of 19 or 20.
Level 18: Jeté en Avant, Grand
While Pas de deux is active, you are able to use action surge to take the attack action for free twice per short rest.
Level 1: Blank Feature
Blank feature so dnd beyond will let me publish this lmao







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