Martial Dancer (5e Class)

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Martial Dancer[edit]

Martial Dancer are performers and dancers who incorporate their dance moves and stunning performances into their fighting. Martial Dancers often do not start out with the intention to pick up a weapon, however most that decide to walk this path do so with cheer and conviction and in hopes of a brighter future where they can dance for fun and ceremony again.

Creating a Martial Dancer[edit]

Quick Build

You can make a Martial Dancer quickly by following these suggestions. First, Dexterity or Strength should be your highest ability score, followed by Charisma. Second, choose the Entertainer background. Third, choose light armor, a martial weapon and an explorer's pack.

Class Features

As a Martial Dancer you gain the following class features.

Hit Points

Hit Dice: 1d10 per Martial Dancer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Martial Dancer level after 1st

Proficiencies

Armor: Light armor,
Weapons: Simple weapons, martial weapons
Tools: One musical instrument
Saving Throws: Dexterity, Charisma
Skills: Choose 3 of the following: Performance, Acrobatics, Insight, Intimidation, Persuasion, Perception, and Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) martial weapon and a simple weapon or (b) two martial weapons
  • (a) Explorer’s pack or (b) Dungeoneer’s pack
  • leather Armor
  • a musical instrument of your choice
  • If you are using starting wealth, you have 4d4 X 10 gold in funds.

Table: The Martial Dancer

Level Proficiency
Bonus
performance points unarmored movement Features Martial Dance
1st +2 2 - Unarmored Defense, Emboldened Performance
2nd +2 4 10ft. Performance Points, Unarmored movement,
3rd +2 6 10ft. Art of Dance
4th +2 8 10ft. Ability Score Improvement, Ability Score Increase
5th +3 10 10ft. Extra Attack
6th +3 12 15ft. Martial Dances 3
7th +3 14 15ft. Art of Dance 3
8th +3 16 15ft. Ability Score Improvement, Ability Score Increase 3
9th +4 18 15ft. 4
10th +4 20 20ft. Happy Feet 4
11th +4 22 20ft. Extra Attack 4
12th +4 24 20ft. Ability Score Improvement, Ability Score Increase 4
13th +5 26 20ft. Art of Dance 4
14th +5 28 25ft. 5
15th +5 30 25ft. Art of Dance 5
16th +5 32 25ft. Ability Score Improvement, Ability Score Increase 5
17th +6 34 25ft. Art of Dance 5
18th +6 36 30ft. 6
19th +6 38 30ft. Ability Score Improvement, Ability Score Increase 6
20th +6 40 30ft. Art of Dance 6

Unarmored Defense[edit]

Beginning at 1st Level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Fighting Style[edit]

Beginning at 2nd level, you may adopt one fighting style of your choice. You gain an additional fighting style when you reach 6th level and then again at 10th level

Evasive Footwork

If you are not wearing armor and wielding a shield, you gain a +2 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Beautiful Strikes

Each time you spend a performance point on an attack enhancing effect, you may additionally add your charisma modifier to the damage roll.

Unarmed combat

When you use an unarmed strike the damage die becomes a d8 if you are not wielding any weapons or shields in your other hand this damage dice becomes a d10

Blade Expert

You gain +2 to attack rolls made with weapons that deal slashing damage.

Emboldened Performance[edit]

learning to wield a weapon in an unusual way emboldened your performances and your will with it, you gain the following benefits.

  • When calculating the maximum for your high jump and long jump, you use your dexterity rather than your strength.
  • Gain expertise in the Performance skill.
  • Gain advantage on any Intimidation or Persuasion check made with your dance or another performance.

In addition weapons you wield that deal slashing damage have the finesse property.

Performance Points[edit]

At 1st level, you gain performance points, as shown on the bladedancer table, which you can use to fuel various features. All spent performance points are regained after completing a short or a long rest.

  • You may spend a performance point to use the dodge, dash, or disengage action.
  • You may spend a performance point to ignore the effects of difficult terrain for 1 round.
  • You may spend a performance point to use the flurry of blows feature available to the monk class as you fight with a great rythm

You can only use one of these options per turn. This does not effect any other options that use your performance points.

Unarmored movement[edit]

Starting at 2nd level, your speed increases by 10 feet while you aren't wearing medium, or heavier, armor or wielding a shield. This bonus increases when you reach certain bladedancer levels, as shown on the Bladedancer table. Additionally, if you are hit by an attack of opportunity while moving you may use your reaction to spend 1 Performance point to boost your AC by your proficiency modifier. Point must be spent before the result of the attack roll is decided. This bonus only applies for the attacks of that creature and vanishes at the start of your next turn.

Fighting Style[edit]

Beginning at 2nd level, you may adopt one fighting style of your choice. You gain an additional fighting style when you reach 6th level and then again at 10th level

Evasive Footwork

If you are not wearing armor or wielding a shield, you gain a +2 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Beautiful Strikes

Each time you spend a performance point on an attack enhancing effect, you may additionally add your charisma modifier to the damage roll.

Unarmed combat

When you use an unarmed strike the damage die becomes a d8 if you are not wielding any weapons or shields in your other hand this damage dice becomes a d10

Blade Expert

You gain +2 to attack rolls made with weapons that deal slashing damage.

Art of Dance[edit]

Beginning at 3rd level, you start to get into the swing of your dance. You may choose one art of dance, and gain features for it. You gain additional features for your art of dance at the 7th, 10th, 13th, 17th and 20th level. Every art of dance brings its own unique performance actions which can only be used by being part of this subclass.


Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th, 19th. You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Spend 2 performance points to increase the number of attacks to three. This is reduced to 1 performance point at level 11

Martial Dances[edit]

At 6th level, you dance and move with grace as enemies drop at your feet. You learn 3 dances. These can replace a normal attack on your turn, unless otherwise stated. If a dance requires a target to make a saving throw, the DC is equal to 8 + your proficiency bonus + your Charisma modifier. You learn additional dances as shown in the Martial Dance column of the Bladedancer table.


Fierce Strike, 1 Performance Points

Make a weapon attack, adding 1d6 damage on a hit. you can spend an additional performance point to increase the damage by 1D6 up to a maximum of 4d6.


Motion Blur, 1 Performance Point

With a burst of speed you use the element of surprise to rush forward, empowering your next attack provided you moved at least 5-feet this turn. Double your proficiency bonus to hit.


Aerial Ballad, 2 Performance Points

You jump towards a creature and make a weapon attack, ignoring any attacks of opportunity. On a hit, you deal an additional 2d6 damage. If the creature is no more than one size larger than you they must succeed on a Strength saving throw, or be pushed back 10-feet or knocked prone, your choice.


Natural Enhancement, 3 Performance Points

You focus on your blade as it takes in natural energy. Choose one damage type from cold, fire, lighting, or Acid. You deal an additional 2d6 damage of the chosen type this turn.


Parrying Attack, 1 Performance Point

When another creature damages you with a melee attack, you can use your reaction to reduce the damage by 1D8 + your Dexterity modifier. You may spend more than one performance point to reduce the damage by an additional d8 per point spent.


Counter Step, 1 Performance Point

When hit with a melee attack, you can use your reaction to make a melee weapon attack on the same target.


Whirlwind, 1 Performance Point

You spin in place letting the momentum of your blades slash at your enemies, each target must succeed on a Dexterity saving throw. On a failure, each target within 5-feet of you takes the maximum damage equal to the weapon your wielding, or half as much on a success.


Swift Strikes, 3 Performance Points

You swirl over the battlefield slashing at enemies that cross the path of your awe inspiring dance. When you hit a creature with a weapon attack you may strike an additional target in 30ft. range with the same action. The attack against the additional target uses the same attackroll and damageroll.


entrancing movement 2 Performance Points

With dazzling dance you twirl around the battlefield entrancing every creature you pass. Each Creature you moved pass or stood in 5ft. range of this turn must suceed on a Charisma saving throw or be charmed by you. This may also be used out of combat.


Deadly Duet 1 Performance Point, only for Dance of two, Martial Dancers

For the next round you chose a dancing partner either ally or foe, depending on your choice this dance differs in effect.

Ally: Your chosen dance partner gains the following benefits :

  • Gains Half of your movement on his turn
  • Gains advantage on saving throws you are proficient in
  • Gains +1 to attack rolls and damage rolls

Foes: your destined foe gains the following:

  • Reduce their movement speed to 0 on their next turn
  • They gain disadvantage on any hostile action on their next turn

Happy Feet[edit]

Dancing on the battlefield has bolstered your constitution and sharpened your intuition. Starting at 10th level, you have a bonus to initiative equal to 5 + your Charisma modifier. Additionally, you become proficient in Constitution saving throws.

Magnificent Performance[edit]

Having performed many unqiue dances in the midsts of battle you sharpened your battle senses and enhanced your dance.

At 15th level you gain the following:

  • Your AC increases by 2
  • You gain Expertise in Intimitation and Persuasion checks made with your dance
  • You stop aging retaining eternal youth
  • Checks made to avoid being charmed by you are made with disadvantage


Art of Dance[edit]

Dance for Two[edit]

Dancers that are part of this art have decided to never perform alone anymore and focus to either enhance or disable the abilities of their dance partner.

Poetic Duet[edit]

At 3rd level you learn to lead your dance partner around and make them move to your will. This feature functions differently for allies and foes. You chose one Ally or Foe at the start of your turn and they stay your ally/foe until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus + your charisma modifier, regaining all expended uses after a short or long rest.

Allies:

Your own abilities enhance the performance of your dance partner in the following ways:

  • They gain half of the effect of your dances (e.g. instead of 2d6 addtional damage 1d6, or instead of adding 1d6 they add 1d4)
  • While being in 5ft. range of you attacks made against the two of you provoke opportunity attacks from the either you or your dance partner, whichever is not being attacked.

Your abilities try to inhibit your foe:

  • Your foe has disadvantage on any attacks not made against you
  • Your foe makes saving throws with disadvantage while being in 5ft. of you
  • Your foe must succeed on a Charisma saving throw against 8 + your proficiency bonus + your charisma modifieron a failed save your foe must charge after you with all of its movement, potentially using its dash action if it can not reach you, on a failed save nothing happens.

Dancers Rythm[edit]

Also when you choose this sub-class at 3rd level you gain 2 Martial dances of your choice

Duality of Dance[edit]

At 7th level your presence alone influences the behavior, mood and energy of creature around you. This feature functions differently for allies and foes. You chose one Ally or Foe at the start of your turn and they stay your ally/foe until the start of your next turn.

This feature enhances your Poetic Duet feature adding or changing the following effects

Allies:

  • While being your dance partner they regain 1d4 + your charisma bonus hit points. This bonus increases by 1d4 every turn they stay your dance partner up to a maximum of 4d4. This is applied at the end of your round
  • You and your ally also gain resistance to bludgeoning, piercing and slashing damage from all sources.

Foes:

  • While being your dance partner they take 1d6 + your charisma bonus damage. This bonus increases by 1d6 every turn they stay your dance partner up to a maximum of 5d6. This damage is applied at the end of your round
  • Your foe gains vulnerability to the type of damage your weapon deals, this lasts unti the start of his turn

Perfected Duet[edit]

At 13th level you have mastered the art of leading your dance partner into battle.This feature functions differently for allies and foes. You chose one Ally or Foe at the start of your turn and they stay your ally/foe until the start of your next turn.

This feature enhances your Poetic Duet feature adding or changing the following effects:

Allies:

  • Now gains the full effect of your dances
  • you can now be up to 30ft. apart and attacks against either one of you still provoke attacks of opportunity form the other. The other Dance partner will be moved into 5ft. range of you.

Foes:

  • Your foe makes saving throws with disadvantage while being able to see you
  • While chasing after you your foes movement is halved and he provokes attacks of opportunity from any creature when he enters their range.

Spitting Images[edit]

At 17th level you and your dance partner enter into an intimate exhange of dance. While having a dance partner you and your dance partner gain following benefits: This feature enhances your Poetic Duet feature adding or changing the following effects:

  • Each of you become proficient in one Saving throw the other is proficient in.
  • Each of you can add the ability modifier to damage rolls the other partner is using (e.g. You dance partner is a melee fighter relying on strength you may now calculate you damage rolls as follows: weapon damage die + your ability modifier + your allies Strength modifier). If both of you use the same ability for attack rolls you may double your own modifier or add the modifier of your partner.
  • While being able to see each other as a reaction to being hit you may roll a d6 to add to your AC for this attack, potentially causing it to miss.

Dance of the Sun and Moon[edit]

You majestically spiral across the battlefield in steady yet beatufiul motions, your dance partner being lead by you to follow like the Night follows the Day and the moon chases the Sun. This feature functions differently for allies and foes. You chose one Ally or Foe at the start of your turn and they stay your ally/foe until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus + your charisma modifier, regaining all expended uses after a long rest.

Allies:

  • Your attacks deal an additional 4d6 radiant damage, your dance partner deal an additional 4d6 necrotic damage.
  • You and your dance partner can transfer the damage you take to one another or share the total damage, this feature cannot reduce your dance partner below 1 hit point.
  • While being in sight of each other you may make attack rolls after your dance partner takes the attack action and vise versa.

Foes:

  • Must succeed on a DC 12 + your proficiency bonus + your charisma modifier Charisma saving throw or become fully loyal to you. This loyalty fates over time but is absolute for 1d10 hours
  • While being your dance partner the foe loses its ability to focus any target other than you. Also the foe loses all modifiers to its attack role while targeting you.

Solitary Dance[edit]

The Solitary Dance archetype allows the Martial Dancer to focus their performance on themselves and enhancing their dances.

Always Ready to Dance[edit]

Starting at 3rd level your dances become more deadly and your performances even easier to do. If you do not have any performance points left while rolling for initiative you reagin half of your performance points.

In addition you can add one level to any action that consumes performance points without using performance points (e.g. Natural enhancement would be cast with the effect of 4 Performance Points but you only need to use 2)

Solitary Dance[edit]

At 7th level, while dancing you exert an incredible presence. If a creature enters your range you may make one melee weapon attack against it, if this attack hits its movement is reduced to 0 and it is pushed back out of your range. You can use this feature a number of times equal to your proficiency modifer + your dexterity modifier

You also gain the evasion feature.

Perfected Dance[edit]

At 13th level the Martial Dancer picks 2 dance options to perfect. A perfected dance option gains the following effects:

  • Reduces the performance points required to perform by 1 to a minimum of 1 or 0 if the Dance does not deal damage
  • Perfected dances are always made with the maximum number of performance points spend, but you only spend the initial amount needed to perform it (e.g a perfected fierce strike would cost 1 point but would deal an additional 4d6 instead

of its 1d6 bonus)

  • You Increase the damage die by 1 step (d4 -> d6, d6 -> d8, d8 -> d10, d10 -> d12, d12 -> 2d6, 2d6 -> 2d8) or if the dance does not deal additional damage you double its effect, or if it needs to succeed on a save it makes it with

disadvantage

Closing Act[edit]

At 17th level the Martial Dancer becomes a deadly fighter with pinpoint precision to finish foes in the blink of an eye. You gain the following benefits:

  • You can make up to 4 attacks with your extra attack feature, using only 2 performance points, each of the attacks can be substituted with a dance option
  • You feel your foe becomming weaker as your performance draws on, You have advantage on attack rolls against creatures that are not on their HP maximum
  • Attacks against creatures that are below or on half hit points critically strike on a 19-20 and the bonus damage die always deal maximum damage

Curtain Call[edit]

At 20th level you have perfected the art of ending your performance. By entering a trance like flow your actions and attacks become flawless and precise, when you reduce a creature to 0 hit points, or it is reduced to 0 hitpoints after your turn but before the start of your next turn, you regain 2 performance points.

In addtion you can spend a number of performance points equal to your maximum performance points to roll x d 6, x being the number of performance points spent, on an attack roll. If the creature has less hit points than the number you rolled you execute it in an instant. If it does not have less hit points it takes damage equal to half the number rolled.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Martial Dancer class, you must meet these prerequisites: Charisma.Dexterity 13

Proficiencies. When you multiclass into the Martial Dancer class, you gain the following proficiencies: Performance and Light armor.

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