Fighter
Base Class: Fighter

Wardancers are sublime warriors, made even more deadly through their war dances. For these, the favored rituals of the Trickster, no rhythm is called nor are orders issued. Instead, the dancers instinctively enact a pattern of lethal movements, complementing the dances performed by the rest of the troupe. Each Wardancer leaps and pirouettes through the enemy ranks to music only she hears, gracefully evading her opponent’s clumsy blows and ending his life with an impossibly swift to strike of their own. To a Wardancer, even other Elves appear to be moving painfully slowly, as they complete their war dances at great speeds.

Dance of War

When you pick this Martial Archetype at 3rd Level, you gain the following benefits:

  • Unarmoured Defence: Beginning at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Proficiency Bonus
  • Speed of Dance: While in Combat, and not wearing armor of wielding a shield, your movement speed increases by +10 feet.
  • Master of the Dance: You gain proficiency in Acrobatics. Also, you can add your Proficiency Bonus to any Performance checks made to Dance. 

Also at this level, you can choose one 'Shadow Dance' to add to your repertoire. You learn another at Levels 7, 10, and 15. You choose one Shadow Dance to begin whenever you roll initiative.

  • Storm of Blades: When you begin this dance, any uses of your 'Action Surge' ability confers double the effect (for example, a Fighter of Level 5 would have 2 attacks, then another 2 attacks from the Action Surge, and another extra two attacks on top of that). 
  • Whirling Death: Whenever you attack, you can use your reaction to make a sweeping strike about yourself. Make a single attack roll. This attack roll is used against the Armour Class of all targeted enemies and is made simultaneously, against them all. If the attack hits, it deals damage equal to 1d6 + your Dexterity Modifier to every enemy within 5ft of you. 
  • The Shadows Coil: When you begin this dance, shadows envelop your body. You gain a +2 Bonus to your Armour Class. Foes with Blindsight, Tremor Sense, Truesight, and Devil's Sight bypass this bonus. 
  • Woven Mist: Enemies cannot gain advantage against you except through a Condition, such as Stunned, or Paralyzed. Also, nonmagical Ranged attacks from beyond 5ft are made at disadvantage against you.
Storm of Blades

When you begin this dance, any uses of your 'Action Surge' ability confers double the effect (for example, a Fighter of Level 5 would have 2 attacks, then another 2 attacks from the Action Surge, and another extra two attacks on top of that). 

The Shadows Coil

When you begin this dance, shadows envelop your body. You gain a +2 Bonus to your Armour Class. Foes with Blindsight, Tremor Sense, Truesight, and Devil's Sight bypass this bonus. 

Whirling Death

Whirling Death: Whenever you attack, you can use your reaction to make a sweeping strike about yourself. Make a single attack roll. This attack is made simultaneously against all enemies (so any effects of death occur at the same time after the effect of the each attack is determined). If the attack hits, it deals damage equal to 1d6 + your Dexterity Modifier to every enemy within 5ft of you. 

Woven Mist

Enemies cannot gain advantage against you except through a Condition, such as Stunned, or Paralyzed. Also, nonmagical Ranged attacks from beyond 5ft are made at disadvantage against you.

The Trickster's Way

At 7th Level, you gain the following bonuses:

  • One additional use of your Action Surge.
  • An extra 5ft of Walking Speed.
  • An additional  Shadow Dance in your repertoire.

Rhythm of Battle

At 10th Level, you gain the following bonuses.

  • An additional 5ft. of Walking Speed.
  • Expertise in Acrobatics.
  • Proficiency in Dexterity Saving Throws.
  • An additional Shadow Dance in your repertoire.

Bedazzling Battle

When you reach level 15, you gain the following benefits:

  • One additional use of your Action Surge
  • You gain the Uncanny Dodge feature, meaning that when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
  • An additional Shadow Dance for your repertoire.
  • You gain the ability to create Small magical illusions at will. They can be either auditory or visual, but it requires only a DC 10 Wisdom (Perception) check, performed as an action to determine they are false. They can be created as a Bonus Action. If used in Combat,  each foe within 5ft of the Illusion can must make a DC 15 Wisdom Saving throw or have Disadvantage on their next Attack.

Master of the Trickster's Dance

At Level 18, you are a master of the Wardance. Your are now a fully fledged Shadowdancer. You gain the following effects:

  • You can now weave your Shadowdances together as if they were one. You can use a Bonus Action to change your Shadowdance.
  • Your movement increases by a further 10ft, and foes have disadvantage on attack rolls against you if you use more than 50ft of your movement and end your turn more than 30ft from your starting location.
  • Using a Bonus Action offhand attack (if dual wielding) allows you to make two Weapon attacks instead of one. 
  • If you spend longer than 1 minute in Combat, you gain advantage on all Dexterity saving throws, as you enter a frenzied dance.

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