Battle Dancer
Hit Points
Hit Dice: d8 per Battle Dancer level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor: Light and Medium armor
Weapons: Simple, Martial and Finesse weapons
Tools: Healer's Kit
Saving Throws: Dexterity, Charisma
Skills: Choose 3: Performance, Acrobatics, Sleight of Hand, Athletics, Perception, Intimidation or Insight
Overview & Creation
A warrior turned into a spectacular whirlwind of blades; the graceful step of a butler to weave between a hoards of monsters, or a simple painter wrapped up in a scuffle with a drunker local bard. Battle Dancers, much alike those magically gifted bards, manifest powerful magic through displays of art; unlike bards however, they achieve this through combat, as only those who master the art of battle can be considered true artists.
Battle Dancers are half-casters with a focus on melee combat who take advantage of terrain and tools to optimize their damage output. Unlike other casters, the Battle Dancers spell focus must be created with each instance of casting; precluding them from using spells unless prepared properly. With this restriction, the Battle Dancer is given extra options for both avoiding damage and casting in ways that may not be available to other classes; such as imbuing weapons with spells, creating glyphs to act as wards, or casting spells directly on the targets body through artistic display.
Class Features
Level 1
Basic Maneuvers
The foundation of any Battle Dancer's combat, a collection of actions to tip close quarters combat in their favour.
At the end of each long rest, the Battle Dancer gains a number of Maneuvers equal to their number of levels in Battle Dancer + their proficiency bonus. During their turn, the Battle Dancer can expend Maneuvers to perform one of the actions listed below; this feature can be used multiple times in one turn. When multiple manuevers are triggered simulanteously (example: 1 Step Ahead and Reactionary Strike), the Battle Dancer can choose how many of those Maneuvers are activated, which target the Maneuver applies to, and the order in which Maneuvers are completed.
- 1 Step Ahead. Cost: Bonus Action + 1 Maneuver, Effect: Gain 1 charge of Fading to a maximum equal to the Battle Dancer's proficiency bonus; when a creature enters within 5ft. of the Battle Dancer, the Battle Dancer can choose to expend 1 charge of Fading and move 5ft. without provoking an attack of opportunity.
- Reactionary Strike. Cost: 1 Action + 1 Maneuver, Effect: When a creature enters within the range of a melee weapon the Battle Dancer is holding (either the Battle Dancer moving towards the creature, or the creature moving towards the Battle Dancer), they can make an attack with that weapon. This effect lasts until it is expended, or 1 minute passes.
- Improvisation. Target: 1 creature with a weapon or tool within 5ft., Cost: Reaction + 1 Maneuver, Effect: When a creature within 5ft. of the Battle Dancer is knocked unconcious, incapacitated or killed, the Battle Dancer can expend their reaction + 1 Maneuver to equip the weapon or tool the creature was holding (provided they possess the free hand(s) to do so), and immediately make an attack with that weapon. If the target creature is concious and unwilling, the Battle Dancer can attempt to disarm the creature with a contested Sleight of Hand check with a penalty of -2 to their roll. If the unwilling creature is blinded, this roll is made at advantage.
- Create Sigil. Cost: 1 Action + 1 spellslot of appropriate level + A number of maneuvers equal to that spellslot, Effect: The Battle Dancer can create a sigil on any surface within 5ft. of them, and imbue the sigil with the properties of the desired spell. The consumes a spellslot as if the spell was cast normally, but changes the range of the spell to effect only the space/surface on which the sigil is drawn/carved (sigils can be carved/painted onto creatures). Sigils automatically activate if moved 5ft. or more from the spot they are imprinted on, but otherwise can be activated as a reaction when either when a creature moves into the space of a sigil, or during the Battle Dancer's turn. Using a spell in this way bypasses normal casting time requirements, and automatically hits if the spell normally requires a spell attack roll. If the Battle Dancer wants to imprint a sigil on a creature, they must succeed a DC 8 + (Target Creatures DEX modifier) Performance check to do so. This Maneuver can create spell sigils to a max level of 2nd level spells, and the sigil is consumed once the sigil is activated. Sigils can be removed or destroyed by other creatures by spending an action to destroy/remove the sigil. Sigils can be destroyed/disrupted with Dispel Magic or Counterspell.
Spellcasting
You have learned to channel the magical essence of artistic expression to cast spells.
Spell Slots. The Battle Dancer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Wizard spells.
The number of spells on your list increases as you gain Battle Dancer levels, as shown in the Battle Dancer Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the Battle Dancer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Battle Dancer, your list of prepared spells can include six Wizard spells of level 1 or 2 in any combination.
If another Battle Dancer feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Battle Dancer spells for you.
Spellcasting Ability. Charisma is your spellcasting ability for your Ranger spells.
Spellcasting Focus. You can only use a drawn sigil as a Spellcasting Focus for your Battle Dancer spells.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of one kind of weapon of your choice with which you have proficiency, such as Whips or Longswords. The number of weapons with which you can use the mastery properties increases to 2 at level 3 and 3 at level 5.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Spears and Daggers.
Level 2
Jack of All Trades
You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn’t otherwise use your Proficiency Bonus.
For example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check.
Dance Partner
The Battle Dancer treats all weapons as if they possess the Finesse property.
Level 3
Battle Dancer Subclass
You gain a Battle Dancer subclass of your choice. A subclass is a specialization that grants you features at certain Battle Dancer levels. For the rest of your career, you gain each of your subclass’s features that are of your Battle Dancer level or lower.
Level 4
Ability Score Improvement
When you reach 4th level, you can increase one Ability Score of your choice by 2, or you can increase two Ability Scores of your choice by 1. Through this way, you can't increase an Ability Score beyond 20. Alternatively, you can pick a feat.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 6
Level 7
Level 8
Ability Score Improvement
For detail see
Ability Score Improvement
Level 9
Level 10
Level 11
Level 12
Ability Score Improvement
For detail see
Ability Score Improvement
Level 13
Level 14
Level 15
Level 16
Ability Score Improvement
For detail see
Ability Score Improvement
Level 17
Level 18
Level 19
Level 20
Starting Equipment
Choose A, B or C: (A) Studded Leather, Spear, Burglar's Pack, Healer's Kit, 38GP; (B) Scale Mail, Longsword, Whip, Explorers Pack, Healers Kit, 18GP or (C) 100 GP
Spellcasting
Spellcasting
The
table below shows how many Spell Slots you have to cast your Battle Dancer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a Long Rest.
For example, if you know the 1st-level spell
Bless and have a 1st-level and a 2nd-level spell slot available, you can cast the spell using either slot.
Spellcasting Ability
Charisma is your Spellcasting Ability for your Battle Dancer spells. You use your Charisma whenever a spell refers to you spellcasting ability. This leads to the following:
Spell Attack =
1d20 + your proficiency bonus + your Charisma Modifier
Spell Save DC = 8 + your proficiency bonus + your Charisma Modifier
Spell Slot Table
Level | 1st | 2nd | 3rd | 4th | 5th |
1 |
2 |
- |
- |
- |
- |
2 |
2 |
- |
- |
- |
- |
3 |
3 |
- |
- |
- |
- |
4 |
3 |
- |
- |
- |
- |
5 |
4 |
2 |
- |
- |
- |
6 |
4 |
2 |
- |
- |
- |
7 |
4 |
3 |
- |
- |
- |
8 |
4 |
3 |
- |
- |
- |
9 |
4 |
3 |
2 |
- |
- |
10 |
4 |
3 |
2 |
- |
- |
11 |
4 |
3 |
3 |
- |
- |
12 |
4 |
3 |
3 |
- |
- |
13 |
4 |
3 |
3 |
1 |
- |
14 |
4 |
3 |
3 |
1 |
- |
15 |
4 |
3 |
3 |
2 |
- |
16 |
4 |
3 |
3 |
2 |
- |
17 |
4 |
3 |
3 |
3 |
1 |
18 |
4 |
3 |
3 |
3 |
1 |
19 |
4 |
3 |
3 |
3 |
2 |
20 |
4 |
3 |
3 |
3 |
2 |
Subclass Options
Footwork Dynamic
Level 3: Hit and Run
Each time the Battle Dancer activates 1 Step Ahead, the Battle Dancer can expend a Manuever to make 1 attack with a weapon. If the attack misses, the Maneuver spent is refunded.
Floating River
"It looked like a stream crashing over rocks, drifting through the air... a stream of blood."
Flow Dynamic
Level 3: Damage Acceleration
When the Battle Dancer suffers damage, they can choose to expend their reaction or 1 Maneuver to make a performance check (DC 17) to turn the force of the blow against their opponent. If the Battle Dancer succeeds this performance check, they can make an attack against 1 creature within 5ft. and the Battle Dancer halves the damage taken from that attack.
Level 3: Center of Attention
Gain access to the Center of Attention maneuver.
- Center of Attention. Target: Any hostile creature that enters within 10ft. of the Battle Dancer, Cost: (X) Maneuvers, 1 Action (Ready action), Effect: During your turn, use the Ready action and spend 1 Maneuver to prepare this maneuver. Until the start of your next turn, the Battle Dancer can use its reaction to attack any hostile creature that enters within 10ft. of the Battle Dancer. Once an attack is made, the Battle Dancer's speed is set to 0; this does not preclude maneuvers that act as movement. This attack only triggers once per creature until this effect ends. Upon a successful hit, the Battle Dancer must make a DC 13 performance check, which upon a success gives the Battle Dancer an additional reaction. 1 Maneuver must be spent for each target attacked beyond the first.
Arcane Dynamic
Level 3: Complex Sigils
With greater mastery over magic, the Battle Dancer is able to increase the efficacy of their sigils. When a Battle Dancer uses the Create Sigil Maneuver, they can choose to expend extra Maneuvers to increase the number of charges a sigil can possess. For each extra charge a sigil is imbued with, the Battle Dancer must spend an additional equivalent spellslot and number of Maneuvers equal to the spell slot of the spell cast. A sigil is destroyed when the number of charges it possesses falls to 0, with a basic sigil having 1 charge. Sigils created now last 10 minutes, increasing to 30 minutes at level 6.
Level 3: Inspiration
When the Battle Dancer deals damage with a melee weapon, they can choose to expend 1 Maneuver to make a DC 15 Performance check. Upon a success, the Battle Dancer can regain any 1 expended spellslo. Upon failing this check, the expended Maneuver is refunded.