Fighter
Base Class: Fighter

The Groove Knight uses various forms of dancing to gain an advantage over their enemies.

Armed and Dancing

When you choose this archetype at 3rd level, you gain access to Dance Forms. You can choose two Dance forms at level 3, and gain additional Dance Forms at levels 7, 10, 15, and 18. These dance forms are powerful moves that can drastically change the course of battle. All Dance Forms are activated with a bonus action.

Energy: Performing these dances takes a toll on your body. You can only perform them a number of times equal to your proficiency bonus. You regain all uses of Energy after a long rest.

Caution: Your dance lasts for one minute but can end early if you're not careful. If your speed is reduced to zero or you can't move, the dance ends.

Dance Form Synergy: While you are in a dance, you can switch your Dance Form to another one by using your bonus action. If you do this, you gain the effects of both dances until the start of your next turn.

Dance Forms

The Dance Forms

Dance of Dread

You shift and contort in an unnatural and unsettling way, honing your body and mind to terrify and resist your enemies. For 1 minute, when you activate this Dance From, you gain the following:

  • You gain advantage on Wisdom saving throws
  • You can use your action to terrify one enemy within 30ft of you. They are frightened until the end of their next turn.
  • When you kill a creature you choose another creature that you can see (no action required), they are frightened of you until the end of your next turn.
  • If you become frightened, you can use your action to end this effect.

Dance of Evasion

Sacrificing stability and form, you jolt and slide your way out of danger. For 1 minute, when you activate this Dance Form, you gain the following:

  • You have advantage on Dexterity saving throws. 
  • Your movement speed increases by 15ft. 
  • You can take the Disengage or Dodge Action as a bonus Action. 
  • You have advantage Dexterity (Acrobatics) checks. 
  • You can only make attacks with weapons that have the Light property. 
  • You can’t make reactions. 

Dance of Inspiration

Fuel the morality and power of your comrades through the dance of your soul. For 1 minute, when you activate this Dance From, you and allies within 30ft of you gain the following:

  • Gain temporary hit points equal to your overall level. 
  • Whenever you make an attack roll, saving throw, or ability check, add 1d4 to the roll. 
  • Your movement speed increases by 10ft. 
  • You can use your reaction to increase your AC by 1d4 until the end of your next turn. 

Dance of the Duelist

With quick rhythmic footwork, you never let your opponent escape as you battle. You choose a creature size large or smaller within 15ft. For 1 minute as long as your target is within 15ft of you at the end of your turn, you gain the following: 

  • The target's movement speed is reduced by half if it starts its turn within 5ft of you. 
  • Whenever the target attempts to move out more than 15ft away from you, you can use your reaction to move up to half of your target's speed. This movement does not provoke opportunity attacks. 
  • You have disadvantage on attack rolls with creatures other than your target. 
  • The target has disadvantage on attack rolls with creatures other than you. 

Dance of the Ribbon Slasher

Using ribbons, chains, or ropes to your advantage, you weave a beautiful  spiral of bloodshed. For one minute when you activate this Dance Form, you gain the following:

  • Your melee attack range is increased to 15ft as long as you are wielding at least one weapon.
  • You can grapple creatures 15ft away from you.
  • When you hit a creature size Large or Smaller, you can pull them 5ft towards you.
  • You have disadvantage with attack rolls on creatures 5ft from you. 

Dance of the Shield

With strong, slow, and simple movements, you become a wall for your allies. For one minute, when you activate this Dance Form and have a shield equipped, you gain the following:

  • You can use the shove action as a bonus action.
  • You gain the Protector Fighting Style.
  • You have disadvantage on attack rolls.
  • You can use your action to give yourself and allies within 5ft of you a bonus to their AC equal to your proficiency bonus. This effect lasts until the start of your next turn. If your ally moves more than 5ft away from you, they lose this effect.
  • Your movement speed is reduced by half.

A Knight to Remember

At 3rd level, you gain proficiency in Charisma (Performance) checks. You also learn a language of your choice.

Improvise!

At 7th level, whenever you fail on a roll, you can choose to sacrifice one use of your Energy to succeed instead. If you are already in a Dance Form, you must switch to another, activating Dance Form Synergy. If you are not already in a Dance Form, you start one. You can’t use this feature again until you finish a long rest.

In The Zone

At 10th level, as a bonus action, you can expend one use of your energy to get into the rhythim of battle. For 1 minute, your attack rolls gain a bonus equal to your Charisma modifier.

Burst of Energy

Starting at 15th level, when you roll initiative and have no Energy remaining, you regain one Energy.

Endless Dance

You learned the art of dancing forever. Your dances no longer have a duration.

Groove Knight Image

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