Base Class: Fighter
War dancers stand among one of the harshest taught fighters, sent through a crucible of pain, scars and fire even the low level war dancers can be a frightful sight. It is the war dancers that seek the most purest and true form of precision and flawless perfections of single handed weaponry combat. It is only their desert cousins from the monastic order of the dervishes that can match their intensity.
Impervious to pain, fear, and distractions on the battlefield these fighters are paragons of resilience, with that they still seem to flow in the grace of an art form. The fighters have made fighting with certain weapons so graceful that the very essence of their will has said to turn them into weapons of magic.
Unerring Accuracy
Starting at 3rd level, when wielding two different weapons in both hands you become a deadly force to deal with. You gain the following benefits
- You gain the duel wielding feat for free
- When using your bonus action to attack with your second weapon you may apply half your proficiency bonus round down minimum of 1 to the damage of that attack.
At 7th Level, when you have advantage on your attack you may apply your full proficiency bonus to the off hand attack damage. At 12th level, your main hand weapon may be a versatile weapon, allowing you to use the two handed damage even though you are using it one handed, you still use your dexterity modifier.
Adamantine Resolve
Starting at 7th level, part of being a great fighter is learning the properties of those armors that would hinder their efforts, they also take a lesson from the properties. In this case the War dancers have harden their minds to help them while they are fighting. While in combat, you are immune to the Frightened, and Charmed. When it comes to sleep effects if the effect would have you roll a Save you do so at advantage, if the sleep effect would come from the Sleep you may add half your max hit points to your current hit points when determining hit points affected.
Superior Acuteness
Starting at 10th level, you are perfectly in sync with the mind and dexterous muscles. When making an attack the following benefits are true
- When you have Advantage on an attack, you may forego the advantage to make an extra attack. This extra attack does not count against your extra attacks you would normally get.
- You can no longer be set at a disadvantage so long as you are duel wielding, this also extends to non illusionary magical effects that would also apply disadvantage.
- You must declare the use of this skill at the begin of your turn before you make your first attack. If you use this feature with Creators Strike benefits all attacks are made as normal.
Advantageous Weak-point
Starting at 15th Level, your strikes are more deadly than before, once a turn when your attack exceeds the targets AC by 5 or more and is not a critical hit already, that strike becomes a critical strike. This ability suggest that you are not breaking through the armor rather you're striking in a place the armor is not protecting, therefore this ability still works against adamantine armor allowing you to double the damage dice. Vorpal Blades special properties, can not trigger off this effect.
Creators Strike
Starting at 18th level, while wielding a blade in each hand anytime you are not at disadvantage, your attacks are made at advantage. What makes the war dancer truly terrifying on the battlefield is the technique called the Creators Strike. Whenever an attack roll surpasses the targets AC by 15 or more and they have less than 50 hit points, kills the target outright. Any allies of the target become frightened if their wisdom is low. Unless otherwise noted all targets affected by the Frightened can be affected multiple times so long as they are not currently under the effects of it. You may only benefit from Creators strike once per a turn.
- Targets with wisdom 12 and lower receive no saving throw, but must make a DC 17 Wisdom save at the end of their next turn.
- Targets with wisdom 16 or lower must succeed at a DC 15 Wisdom save, they may repeat the Save at the end of their next turn can not last longer than two rounds
- Targets with wisdom 20 or lower must succeed at a DC 12 Wisdom Save, The condition only last 1 round and can not be affected by the fear again.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/25/2020 10:52:27 PM
|
8
|
1
|
1.0
|
Coming Soon
|
|
|
5/25/2020 11:01:57 PM
|
10
|
1
|
1.5
|
Coming Soon
|
Comments