Base Class: Rogue
"There's a ritme don't you see? Ielenia high Elf of house Icaronen has studied their dance and will show them their mistakes". And with those words the Elf moved from orc to orc, baiting out their attacks without a single one landing. With a sigh the dwarf spoke: "I guess we are fighting then? Lets try and catch up to her before she gets in too deep again".
Battledancers are those who have studied the fighting techniques to know where and when they will strike when provoked. They see battle like a dance where every creature has studied the steps of their culture and tries to hide their next one.
The dance of battle
When you choose this archetype at 3rd level, you learn battle stances that are fueled by special dice called battledance dice.
Battle stances. You learn three battle stances of your choice, which are detailed under “Battle stances” below.
You learn two additional battle stances of your choice at 9th, 13th, and 17th level. Each time you learn new battle stances, you can also replace one battle stance you know with a different one.
Battledance Dice. You have battledance dice, which are d4s. A battledance die is expended when you use it. You can have a maximum of 1+ your intelligence modifier battledance dice.
Saving Throws. Some of your stances require your target to make a saving throw to resist the battle stance's effects. The saving throw DC is calculated as follows:
Battle stance save DC = 8 + your proficiency bonus + intelligence modifier
During your turn, if you have not made an attack against a creature, you block the first two opportunity attacks that you cause with leaving a creature's reach. Each time you block an enemy opportunity attack this way you gain a battledance die. You lose all battledance dice at the end of your turn unless you have moved at least 30ft and attacked an enemy with a melee weapon attack on your turn.
Battle stances
The maneuvers are presented in alphabetical order.
Aggressive stance
When you enter this aggressive battle stance, you make sure to drive your blade farther into the enemy than usual. You can expend one battledance die to add to the damage of the first attack you make during your turn while in this battle stance.
Defensive stance
When you enter this defensive battle stance, your senses concentrate on all incoming attacks which makes you more likely to dodge an attack. You can expend one battledance die to add to your DC until the start of your next turn or until you switch to another battle stance.
Mobile stance
When you enter this mobile battle stance, you are ready to dodge anything coming your way. You can expend one battledance die to add to any dexterity saving throw you make until the start of your next turn or until you switch to another battle stance.
Punishing stance
When you enter this retaliation battle stance, you focus on punishing enemies who do not see you as a threat. You can expend one battledance die to deal one battledance dice + your dexterity modifier slashing damage to that target any melee that do not make a attack of opportunity against you when you move out of their reach. until the start of your next turn or until you switch to another battle stance.
Retaliation stance
When you enter this retaliation battle stance, you focus on slashing incoming attackers. You can expend one battledance die to retaliate any melee attackers until the start of your next turn or until you switch to another battle stance. When an enemy hits you with a melee attack you do one battledance dice + your dexterity modifier slashing damage to that target.
Striking stance
When you enter this aggressive battle stance, you know that hitting the enemy is far more important than how hard you hit. You can expend one battledance die to add to the attack modifier of the first attack you make during your turn while in this battle stance.
Worldly knowledge
Your many lessons on different cultures and fighting styles gives you an edge when meeting and impressing them.
At 9th level, you gain proficiency in one of the following skills of your choice: acrobatics, History, Insight, Performance. Alternatively, you learn two languages of your choice or one skill and one language.
Acrobatics
Choose a language
Choose a language
History
Insight
Performance
Moment supreme
Starting at 13th level, your opponents have such difficulty following you that your strikes land much more easily. You gain advantage on attacks when you have moved twice your base movement speed on your turn.
Fast as the wind
Beginning at 17th level, once you have started running into battle there are few who can stop you. If you moved at least your base movement speed last turn you gain the following benefits:
- Advantage on dexterity saving throws
- Resistance to bludgeoning and piercing damage
- You no longer require a bonus action to take the dash action.
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