Barbarian
Base Class: Barbarian

The rage and anger of a barbarian does not always haul from a sense of bloodlust or internal fire: some barbarians see their rage as an art of athleticism, spirituality, and dance. These types of warriors use their emotion as a way to intimidate, inspire, buff, or protect. Their war dances and chants fill the hearts of their allies and make their enemies tremble.

Level 3: Spirit of Dance

When you choose this archetype at 3rd level, you hone your skills and become in tune with your body. You become proficient in one of the following skills: Athletics, Performance, or Intimidation. Your proficiency bonus is doubled for any ability check you make that uses this skill.

Additionally, you learn the Primordial language. Your chants and the spiritual power of your dance come from the voices of your ancestors.

Athletics

You have expertise in Athletics.

Intimidation

You have expertise in Intimidation.

Performance

You have expertise in Performance.

Songs of War

At 3rd level, when you choose this path, you learn dances that bolster your and your allies' capabilities in combat.

Dances. You learn three dances of your choice, which are detailed under "Spiritual Dances" below. You can only use one dance per turn. When you perform a dance on your turn, your rage continues even if you did not attack a hostile creature or take damage.
You learn an additional dance of your choice at 7th, 10th, and 15th level. Each time you learn a new dance, you can also replace one dance you know with a different one.

You can use this feature a number of times equal to your Strength or Charisma modifier (your choice, minimum of 1). You regain all expended uses when you finish a long rest.

Dance Modifier. Some of your dances require a modifier to calculate number of targets or damage. This modifier called your Dance modifier, and equals your Strength or Charisma modifier (your choice). Additionally, this modifier has a minimum score of 1.

Saving Throws. Some of your dances require your target to make a saving throw to resist the dance's effects. The saving throw DC is calculated as follows:
Dance save DC = 8 + your proficiency bonus + your Strength or Charisma modifier (your choice, minimum of 1)

Dance of Fatigue

You use your bonus action to perform your dance, which induces lethargy in your enemies. Any number of creatures up to your Dance modifier within 30 feet of you must make a Constitution saving throw. On a failed save, the target's speed is halved, and it has disadvantage on attacks of opportunity. This effect lasts until the end of your next turn.

Amplified. Any target that fails the saving throw is affected as if under the slow spell. The target can make a new Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Otherwise, the effect lasts for 1 minute.

Dance of Focus

You use your bonus action to perform your dance. You target one creature within 30 feet of you that you can see and mark it. Until the end of your next turn, you have advantage on attack rolls against the marked creature, and your movement, provided you move in the direction of your marked creature, is doubled.

Amplified. This effect replaces the normal effect. For 1 minute, when attacking your marked creature, a roll of 19 or 20 on the d20 counts as a critical hit.

Dance of Fright

You use your bonus action to attempt to intimidate a creature within 30 feet. The target takes psychic damage equal to your Barbarian level, and it must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Amplified. You choose a number of creatures up to your Dance modifier within range. Each target takes psychic damage equal to your Barbarian level plus your Dance modifier and they must make a Wisdom saving throw. On a failed save, a creature is frightened of you until the end of your next turn, or until it can no longer see you.

Dance of Health

You use your bonus action to call out a healing chant. You and any number of your allies within 10 feet of you gain temporary hit points equal to 5 + your Barbarian level.

Amplified. This effect replaces the normal effect. You and any number of your allies within 30 feet of you gain temporary hit points equal to 15 + your Barbarian level.

Dance of Inspiration

You use your action to inspire your allies in battle. You and any number of allies up to your Dance modifier within 10 feet of you gain one d6 die. The total rolled on this die can be added to a single skill check, ability check, attack roll or saving throw made by each target within the next minute. This die can be added after the d20 roll, but before the effects of the roll are announced. Once the die is expended, the effect ends for that target.

Amplified. This effect replaces the normal effect. You and any number of allies up to your Dance modifier within 10 feet of you gain the benefits of the bless spell for 1 minute.

Dance of Protection

You use your action to bolster the defense of you and your allies. Until the end of your next turn, you and any number of your allies up to your Dance modifier within 10 feet of you gain a +1 bonus to their Armor Class.

Amplified. This effect replaces the normal effect. You and any number of allies within 10 feet of you gain resistance to bludgeoning, piercing and slashing damage for 1 minute.

Dance of Quick Movement

You use your bonus action to perform a dance that quickens you and your allies' movements. You and any number of your allies within 10 feet of you gain advantage on Dexterity checks, skill checks using Dexterity, and Dexterity saving throws until the end of your next turn.

Amplified. The effect lasts for 1 minute.

Dance of the Charmer

You use your action to perform your dance, which hypnotizes one creature within 30 feet of you that can see you. The target must make a Wisdom saving throw. On a failed save, the target is Charmed by you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If you or your allies cause the target to take damage while it is Charmed, the next saving throw is made with advantage.

Amplified. You can target any number of creatures up to your Dance modifier. Additionally, dealing damage to a target does not impose advantage on its next saving throw.

Dance of the Motionless

You use your bonus action to perform a dance before your attack. When you use your action to attack with a melee weapon on the same turn and you hit, the target must succeed a Constitution saving throw or become stunned until the end of your next turn.

Amplified. The duration is increased. The target can make a Constitution saving throw at the end of each of its turns. The effect ends when it succeeds or after 1 minute.

Dance of the Seer

You use your bonus action to perform a dance that boosts your perception. Until the end of your next turn, you do not suffer disadvantage on attacks against creatures that are hidden, obscured, or invisible, whether the effect is magical or not.

Amplified. You gain advantage on Perception checks for 1 minute. Additionally, for the duration, you gain darkvision out to a range of 60 feet. If you already have darkvision, the range is extended to 120 feet.

Dance of the Undying

You use your action to perform a dance that keeps death at bay. You and a number of allies up to your Dance modifier that are not incapacitated within 10 feet of you gain advantage on their next death save after you perform the dance. The death save must be made within 1 minute of performing the dance.

Amplified. This effect replaces the normal effect. For the next minute, upon falling to 0 Hit Points, you and any number of allies up to your Dance modifier within 10 feet of you can make a Constitution saving throw. The DC equals 15 or half the damage taken, whichever is higher. Upon a success, the target falls to 1 Hit Point instead. A target can only benefit once from the effects of this dance each time you perform it.

Level 6: Movement of Rage

Beginning at 6th level, if you are raging and use one of your dances that requires an action to perform, you can make one melee weapon attack as a bonus action.

Level 10: Dancer of Ages

Beginning at 10th level, you can choose to amplify the effect of any your dances. You expend one Barbarian Hit Die, roll it, and take psychic damage equal to the number rolled. This damage cannot be reduced in any way. The effect of your dance is then amplified as detailed under the specific dance. You must announce this effect before performing the dance.

Level 14: Spiritual Rage

Beginning at 14th level, your dances become particularly energetic and forceful. When you perform a dance on your turn and you are raging, any creature within 60 feet of you has disadvantage on attacks against you or any ally within 5 feet of you. This effect lasts until the end of your next turn.

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