Dancer Martial Archetype

by DrYoshiyahu

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Dancer

Martial Archetype

Fighting isn't just a means of defeating one's opponent—not to you. Fighting is an art form; a performance; a dance. The dancer is the master of movement: poised and graceful. The battlefield is their stage and their enemy is an audience to be beguiled.

As a dancer, you may have studied under the tutelage of other such masters or trained for years as an acrobat in a circus or a jester in a king's court, adapting your art to compliment your martial prowess.

Dancer Features
Fighter Level Feature
3rd Bonus Proficiency, Martial Dances, Unarmored Defense
7th Flourishing Finale
10th Expertise, Fast Movement
15th Dazzling Display
18th Dancing Master

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in either the Acrobatics or the Performance
skill. If you are already proficient in both skills, you instead gain proficiency with one of the following tools:
calligrapher's supplies, painter's supplies, disguise kit, or
any musical instrument.

Martial Dances

At 3rd level, you learn to use a variety of techniques to dance upon the battlefield. You gain the benefits of these dances as long as you are not wearing armor and not wielding a shield.

You learn two dances of your choice, which are detailed under "Dances" below. You learn one additional dance of your choice at 7th level, two at 10th level, and one at 15th level. Each time you gain a level in this class, you can also
replace one dance you know with a different one.

Unarmored Defense

With a graceful pirouette or a feinting dodge; a dazzling smile or a playful wink, you can avoid incoming attacks with speed and cunning, and armor would only slow you down.

Beginning at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Flourishing Finale

Starting at 7th level, you can end your turn with a
beautiful flourish. If you have moved at least 10 feet
more than your base movement speed since the start
of your turn without moving to the same space twice,
you can make an additional attack using any weapon
you are holding (no action required).

This attack uses your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. The damage die for this attack is a d6 if you have moved at least 10 feet more than your base speed, a d8 if you have moved at least 20 feet more, or a d10 if you have moved at least 30 feet more.

After you make this attack, your turn immediately ends.

Expertise

At 10th level, choose either Acrobatics or Performance. Alternatively, choose one of the tools specified in the Bonus Proficiency feature. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

Fast Movement

Starting at 10th level, your movement speed increases by 10 feet while you aren't wearing armor.

Dazzling Display

Starting at 15th level, when a creature makes an attack against you, you can briefly distract them. Before the attack roll is made, you can use your reaction to impose disadvantage on the attack roll. If the attack still hits, you can reduce the damage by an amount equal to twice your Charisma modifier.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a short or long rest.

Dancing Master

At 18th level, you master the art of martial dancing. Even when you miss your mark, you can quickly shift into a new position and try again.

Once on each of your turns when you miss a creature with a weapon attack, you can immediately move up to 10 feet without provoking opportunity attacks from the creature and choose to make another weapon attack against a different creature as part of the same action.

Dances

The dances are presented in alphabetical order.

The Cha-Cha-Cha. When you use your Action Surge, you can take one additional bonus action.

The Circle Step. When you take the Attack action and hit a creature with a melee weapon attack, you can immediately move up to 5 feet, as long as the creature remains within your reach. You can make this movement for each attack you make using the Attack action.

The Dragonborn Jig. When you use your Second
Wind,
you can immediately move up to half your speed without provoking opportunity attacks.

The Dueling Tango. You can use Dexterity instead of Strength for the attack and damage rolls of the following weapons when you wield them: glaive, handaxe, javelin, longsword, pike, quarterstaff, and spear. Other weapons may be included at the DM's discretion.

The Elven Quickstep. When you take the Attack action and you have the Extra Attack feature, you can forgo one of your attacks to move up to 10 feet. This can be done for multiple attacks, but not all of them.

The Flying Pirouette. Once on each of your turns, when you make a ranged weapon attack using a weapon with the thrown property, you can immediately move up to 10 feet in a straight line toward or away from the target of the attack. In addition, your range with such weapons is increased by 20 feet.

The Foxtrot. You can use a bonus action to attempt to escape a grapple where it would normally require an action.

The Gnomish Romp. You ignore nonmagical difficult terrain.

The Halfling Hop. When a creature misses you with
an attack, you can immediately use your reaction to move
up to 10 feet without provoking opportunity attacks.

The Interposing Dragon. When a creature provokes
an opportunity attack from you, you can immediately
move up to 10 feet before making the attack, as long as
the creature remains within your reach.

The Orcish March. You can use a bonus action on
your turn to move up to 10 feet.

The Rollicking Longstep. When you use your Action Surge, and you are wielding a melee weapon with both hands, you can increase your reach with that weapon by 5 feet until the end of your next turn.

The Rumble. You can give yourself a bonus to initiative rolls equal to your proficiency bonus. At the start of your
first turn of each combat, your speed increases by 5 feet, which lasts until the end of that turn.

The Soaring Swan. Your jump distance is doubled. In addition, you have resistance to damage from falling and you do not land prone after falling.

The Sylvan Shuffle. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged weapon attack rolls.

The Twirling Tumble. When you are prone, standing up uses only 5 feet of your movement. In addition, mounting or dismounting a creature costs you only 5 feet of movement.

The Whirling Wind. When you make an opportunity attack and you are using Two-Weapon Fighting, you can make one additional attack with the weapon in the other hand, as per the rules of Two-Weapon Fighting.

Dancer Martial Archetype v.2.2
by DrYoshiyahu.

Art credits:

L5R - Shiba Tsukune by muju.

Blade dancer by István Dányi.

As The Moon by NanFe.