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welcome to the creativity trove
 

Cover art: resource that can be both generated and depleted through
Ribbon Dancer, by SIXMOREVODKA
unconventional means.
Novelty in a well-established game system will
Fluff understandably raise some concerns, and I am prepared
To skip the fluff and get to the playtest specifics, head to to handle any and all criticism toward the class. Besides,
the Playtest section below. If you wish to get straight to everything you read in this document could be subject to
the class details, skip to page 1. change, should the consensus be that it simply doesn’t
work. I can promise you, however, that the Creativity
For the fluff enjoyers among you, welcome to the Trove will be pushing the boundaries of what the game
unveiling of, as well as the next step in what is the biggest system renders possible every step of the way.
project the trove has produced so far! What you will find
within this document has gone through a long and
strenuous journey to reach your hands, so step carefully. A Dance of Battle
The Battle Dancer is a Dexterity-based martial class that
Thank You is built to be played exclusively with melee weapons, and
to Alex for editing for and supporting this project from the even introduces 3 new weapon types which have 2 unique
very beginning, my entire play group for putting up with new properties—the Blades, the Chakram, and the
me shoving this class into every game we play in order to Pendulum—and 2 exclusive fighting styles.
test it, and my Patreon supporters that continue to make A battle dancer fights by weaving together intricate
this possible: sequences of attacks, Steps, and Stances, floating around
the battleground while managing their precious Poise.
Evita Two subclasses—or styles—are currently available: the
Andreas Madsen Dance of the Earth, and the Dance of the Wind, both of
David Zemlyanker which evoke some element of bending, however it is
MANFIRE important to note that not all subclasses will have the
Ashley Martin same kind of flavor. Once the main class framework
LexKoul becomes tested and established, more subclasses will
start being published as part of the usual content
schedule, like the more supportive, spell-weaving Dance
The Project
of Triumph.
Inspired by a variety of depictions of dancers in popular
media, my own fantasy world, as well as real-life cultures The Playtest
and history, I decided to try my hand at breathing new life Starting when this class is released, a public playtest will
into the otherwise stagnant playable class pool of 5th be held in the #playtest channel(s) of the Creativity Trove
edition. Discord server (click to join:⠀⠀⠀). Anyone is free to join,
Originally motivated by various examples of dancer their only duties being to play as or with a character of
characters in video games and other media, such as Irelia this class, and to report any and all thoughts and feedback
from League of Legends (whom I initially based an entire back to me through Discord. The goal of the playtest is to,
monk tradition on—the Way of the Dance—which went on over the following months, polish the class to the point
to become one of the main starting points for this project) where it may become a mainstay in gaming tables all
and Lahn from Black Desert, I began trying to answer the around the world.
question of what makes the dancing warrior fantasy so If you choose to participate, I only ask that you keep
distinct. The idea of a hero who fights not with brute force your feedback constructive and concise, and are willing to
or cunning, but with unparalleled elegance and an elaborate and discuss your experience in further depth.
unshakeable rhythm has always fascinated me. The following sections will cover the specifics of the
Armed with nothing but my imagination and the beating playtest, like the schedule of updates and the main points
drums of war, I set out to try and translate that fantasy of concern throughout the entire class structure. Should
into 5e, in an exciting, intuitive, and most of all, satisfying you wish to take part in the playtest, it is recommended
manner. The result of these efforts is a system that, to that you become acquainted with the class itself before
many, might break previously held standards of the 5e continuing.
system: a martial class that can keep up in the higher If you can’t actively participate, but still wish to provide
levels, a tough but rewarding player experience that feedback, feel free to just hit me up in Reddit or Discord
requires you to always be making hard decisions, a class DMs. :)
 
 
The Schedule Page 4
Initial thematic and mechanical concerns are expected to Swelling Gale: Keeping track of poise points already
be some of the most major ones, so, during the first poses a bit of a bookkeeping challenge. Is this too
month of the class’ lifespan, expect updates to be made as much to keep track of?
frequently as needed. You will be granted access to an
online version of this document which will automatically Page 5
update any time something is changed, as well as a Stances: Stances are designed to passively provide
downloadable .pdf file of each new version. Use about the same level of power to the player, just in
whichever is more convenient to you. different ways. Note outliers, as well as potenitally
After the first month or so following the release, version game-breaking interactions with official 5e content.
0.2.0 will mark a point where updates slow down to a
biweekly or monthly pace. Page 6
The goal of the playtest is a stable v1.0.0, ideally before Steps: Poise costs! Earth dancers are designed to be in
the end of December. the thick of it and take some more pain than their
Wind counterparts, so their steps cost a little less poise
overall. Beside that, try to weigh poise costs compared
Points of Focus to power level and usage satisfaction.
This section will cover version 0.1.0 in its entirety, listing
a few of the main design and balance concerns. You may Moving Forward
use this as a guide for which points to focus on while Remember that, despite having had over a year of work
testing or giving feedback. This by no means constitutes poured into it, I am still treating this class as a work-in-
an exhaustive list of potential issues. progress. If all goes well, the class will be polished and
Clarity of intent: Throughout the whole document,
expanded a lot over the next few months, and will be
note any instances where you feel the writing doesn’t supported indefinitely after version 1.0.0. The current
fully impart the intent of a mechanic, or the wording immediate plans are as follows:
could be brought closer to that of official 5e content. Balance updates, obviously
Page 2 Shifting a small part of the power budget towards
more well-defined roleplay features
Battle Dance Die: The scaling of the battle dance die’s Improving flavor text and mechanical wording
size is designed to give power spikes on certain levels, More Stances and Steps, possibly weapons too
at the same time risking a feeling of under-powered- More subclasses
ness before said levels are reached. Should it be faster,
and more in line with the monk’s Martial Arts die? If you happen to have any ideas about how this class
Fighting Style: Skilled Handling vastly improves the could be expanded, with more stances, steps, or even new
character concept potential of this class by allowing it subclasses you’d like to see, feel free to tell me all about
to use virtually any melee weapon. The downside is that too. It could become part of a later update!
that it pushes the boundaries of weapon balance, by Thanks for giving this project a chance, hope you enjoy
allowing any weapon, even greatswords, to be wielded reading through, or even playing this class, and I hope I’ll
by a Dex-based martial. It’s important to note that see you around for the playtest :)
Battle Dancers only get proficiency with a single type  
of martial weapon, so view this as a sort of
specialization which still carries the cost of a Fighting
Style.
Page 3
Poise: Poise is both this class’ resource, and the
foundation on which it is built in its entirety. It is a
rather unconventional system, by 5e standards, and I
always had a minor fear that it might be too game-
breaking or unreliable to be functional. The results of
our internal playtests were, conservatively speaking,
promising on that regard, indicating a rather intuitive
and engaging player experience…at least once you
internalize the rather complex rules surrounding it.
Poise should be the main focus for the first phases of
the playtest, since, if poise doesn’t function as
intended, then neither does the rest of the class.
Steadfast Steps: Power evaluation. Too strong? Not
strong enough?
Battle Dancer  
With the subtle whispers of counting under every breath,
the drow moves like a blur amidst his foes, fluidly evading
every attack and striking back each time his toes meet the
ground. As quickly as a burst of wind comes and goes, he
remains the only one still standing, completely unharmed.
Mind still as the soil, and body steady as the mountain,
the young tiefling races around both friend and foe, her
floating blades deflecting strikes meant for her allies, and
her feet loosing vicious tremors with every step.
Whatever their origin, battle dancers share a single
quality: the ability to channel both power and magic
through complex sequences of movements. Either street
performer or martial artist, a battle dancer embodies
fluidity, grace, and the transformation of the brutality of
combat into something far more beautiful.
Precision and Elegance
The art of dancing has existed for as long as people have
walked the world. Everyday folk blithely joining the
weekend revelry, street performers roaming the cities,
jovial children gathering in forest glades just before
twilight’s cue. Dance is inherent to all cultures, and an
artform that connects people and deepens their
appreciation of the world.
Everyone can dance, but few as well as battle dancers.
To them, dance is not only the ultimate form of art, but
also a lethal and dangerous weapon. Through rigorous
lifelong practice, innate talent, or—more commonly—a
combination of both, battle dancers sharpen their skills in
their chosen style to near-perfection, embodying grace
and beauty in a uniquely enchanting manner. Either
through blinding agility and uncanny precision,
electrifying displays of elegance, or subtle and greater
magical flourishes, battle dancers will make sure all eyes
are on them, both off the battlefield and on it.
Creating a Battle Dancer
When creating your battle dancer, you want to consider
how you came to acquire your ability in the two distinct
arts that make up a battle dancer: combat and dance.
Where and how did you build those skills? Have you spent
your years doing mercenary work during the day and
performing in the streets at night? Did you grow up
spending every afternoon practicing—possibly with a
mentor? Or perhaps you discovered the art of movement
on your own, beginning to seemlessly blend it into your
already trained sense of battle.
What type of dancing do you perform, and how did you
come to learn it? Perhaps you have devoted your life to
the conservation of the traditional dances of your
homeland, or maybe you are trained in a particular dance-
like style of martial arts taught in a desert’s ancient
temples. Is this the beginning of your performative
journey or are you confident in your own ability? And,
most importantly, why did you choose the adventuring life
as a dancer? Are you driven purely by survival or the need
for artistic expression, or are you perhaps on a rebellious
journey toward self-discovery and self-actualization?
Multiclassing
You must have a Dexterity score of 13 or higher in order
to multiclass in or out of this class.
 

1
江靖川
by Terry Wei
Battle Dancer
Proficiency Battle Poise Steps Stances Unarmored
Level Bonus Dance Die Points Known Known Movement Features
1st +2 d4 — — — — Battle Dance, Unarmored Defense,
Fighting Style
2nd +2 d4 4 1 — +5 ft. Poise, Unarmored Movement
3rd +2 d4 5 2 1 +5 ft. Dancing Style
4th +2 d4 5 2 1 +5 ft. Ability Score Improvement
5th +3 d4 6 2 2 +5 ft. Extra Attack
6th +3 d4 6 3 2 +5 ft. Steadfast Steps
7th +3 d6 7 3 2 +10 ft. Evasion
8th +3 d6 7 3 2 +10 ft. Ability Score Improvement
9th +4 d6 8 4 2 +10 ft. Battle Trance
10th +4 d6 8 4 2 +10 ft. Style Feature
11th +4 d6 9 4 3 +10 ft. Flawless Acrobat
12th +4 d6 9 5 3 +15 ft. Ability Score Improvement
13th +5 d8 10 5 3 +15 ft. —
14th +5 d8 10 5 3 +15 ft. Graceful Precision
15th +5 d8 11 5 3 +15 ft. Balanced Body
16th +5 d8 11 6 3 +15 ft. Ability Score Improvement
17th +6 d8 12 6 4 +20 ft. Style Feature
18th +6 d10 12 6 4 +20 ft. —
19th +6 d10 13 6 4 +20 ft. Ability Score Improvement
20th +6 d10 14 7 4 +20 ft. Perfect Form

Quick Build Battle Dance  


You can make a battle dancer quickly by following these At 1st level, you have learned to blend movement and
suggestions. First, Dexterity should be your highest ability combat, weaving your dance into a lethal display of steel
score, followed by Charisma. Second, choose the and grace.
You gain proficiency in Acrobatics and
entertainer background. Performance, and can add your Dexterity modifier to
Charisma (Performance) checks made to dance.
Class Features Battle Dance Die. Some of your class features require you
As a battle dancer, you gain the following class features. to roll a battle dance die. This die is a d4, and changes as
Hit Points you gain battle dancer levels, as shown in the Battle
Hit Dice:1d8 per battle dancer level Dance Die column of the Battle Dancer table.
8 + your Constitution modifier
Hit Points at 1st Level:
Fighting Style
Hit Points at Higher Levels:1d8 (or 5) + your
Constitution modifier per battle dancer level after 1st You adopt a particular style of fighting as your specialty.
Choose one of the following options. You can’t take a
Proficiencies Fighting Style option more than once, even if you later get
Armor: None to choose again.
Weapons: Simple weapons, dancer weapons, one type
of martial weapon Dueling. When you are wielding a melee weapon in
Tools: One type of artisan’s tools, one musical one hand and no other weapons, you gain a +2 bonus
instrument to damage rolls with that weapon.
Skilled Handling. Choose one type of melee weapon
Saving Throws: Dexterity, Charisma you are proficient with. When you wield a weapon of
Skills: Acrobatics, Performance, and choose two from that type, it has the Finesse property. Whenever you
History, Nature, Persuasion, Religion, Sleight of Hand, gain a level in this class, you can replace your chosen
and Stealth. weapon type with another type of melee weapon.
Suspended Protection. While you have a weapon with
Equipment
You start with the following equipment, in addition to the the Levitating property drawn, you gain a +1 bonus to
equipment granted by your background: AC.
Thrown Weapon Fighting. You can draw a weapon
(a) any simple weapon or (b) any martial weapon
that has the thrown property as part of the attack you
(a) an entertainer’s pack or (b) a priest’s pack
make with the weapon.
In addition, when you hit with
two dancer weapons and a dancer’s outfit a ranged attack using a thrown weapon, you gain a +2
bonus to the damage roll.
 
2
Two-Weapon Fighting. When you engage in two- bonus increases when you reach certain battle dancer  
weapon fighting, you can add your ability modifier to levels, as shown in the Battle Dancer table.
the damage of the second attack.
Unarmed Fighting. Your unarmed strikes can deal Dancing Style
bludgeoning damage equal to 1d6 + your Strength When you reach 3rd level, you commit your performance
modifier on a hit. If you aren’t wielding any weapons or to a certain dancing style. Your style grants you features
a shield when you make the attack roll, the d6 at 3rd level and again at 10th and 17th level.
becomes a d8. At the start of each of your turns, you
can deal 1d4 bludgeoning damage to one creature Ability Score Improvement
grappled by you.
When you reach 4th level, and again at 8th, 12th, 16th,
Unarmored Defense and 19th level, you can increase one ability score of your
Beginning at 1st level, while you are wearing no armor choice by 2, or you can increase two ability scores of your
and not wielding a shield, your AC equals 10 + your choice by 1. As normal, you can’t increase an ability score
Dexterity modifier + your Charisma modifier. above 20 using this feature.
Poise Extra Attack
At 2nd level, you begin to hone your internal balance, Beginning at 5th level, you can attack twice, instead of
represented by poise points, and gain the ability to once, whenever you take the Attack action on your turn.
perform two types of special moves, called Stances and Steadfast Steps
Steps (a detailed list of Stances and Steps begins on page
5). Starting at 6th level, when you make a saving throw, you
can expend a poise point to roll a battle dance die and add
Stances the result to the saving throw. This can be done after your
Stances are an integral part of a battle dancer’s dance, roll, but before it is revealed whether the roll succeeds or
allowing them to assume distinct forms that create unique fails.
effects. You can use this feature a number of times equal to
You learn one Stance when you reach the 3rd, and then your Charisma modifier (minimum of one). You regain
again when you reach the 5th, 11th, and 17th level in this expended uses when you finish a long rest.
class.
Evasion
Steps
Steps are swift moves that can be incorporated into your At 7th level, your nimble nature allows you to avoid
dance without breaking up your Stance. certain area effects, such as a brass dragon’s fire breath
You learn one Step when you reach the 2nd level in this or a lightning bolt spell. When you are subjected to an
class, and learn additional Steps as shown in the Steps effect that allows you to make a Dexterity saving throw to
Known column of the Battle Dancer table. take only half damage, you instead take no damage if you
succeed on the saving throw, and only half damage if you
When you gain a new level, you may replace a single Step fail.
or Stance you’ve learned with another Stance or Step that  
is available to you.
Poise Points
You have 4 poise points, and you gain more as you gain
battle dancer levels, as shown in the Poise Points column
of the Battle Dancer table. You can never have more poise
points than shown on the table for your level. You regain
all spent poise points when you finish a long rest.
Poise points, on top of being a resource that fuels your
dance, are a representation of your physical stability and
internal equilibrium. When you hit an enemy creature
with a melee weapon attack made as part of your Attack
action, you gain one poise point. When you take damage,
you lose one poise point.
Saving Throws. Some of your class features require your Erika
by NNobodius
targets to make a saving throw to resist their effects. The
saving throw DC is calculated as follows:
Dance save DC = 8 + your proficiency bonus
+ your Dexterity modifier
Unarmored Movement
Starting at 2nd level, your speed increases by 5 feet while
you are not wearing armor or wielding a shield. This

3
 

Battle Trance
Starting at 9th level, when you lose a poise point as a
result of taking damage, you can use your reaction to gain Stone’s Endurance
that poise point back. Starting when you choose this style at 3rd level, your hit
point maximum increases by 3, and increases by 1 again
Flawless Acrobat whenever you gain a level in this class.
Beginning at 11th level, your acrobatic skills are Additionally, when you gain temporary hit points, you
unmatched. When you make a Dexterity (Acrobatics) can roll a battle dance die and add the result to the
check, you can treat a d20 roll of 9 or lower as a 10, and amount of temporary points gained.
you have advantage on ability checks and saving throws to
avoid being knocked
prone or grappled. Terra Firma
Beginning at 10th level, your unwavering steps make it
Graceful Precision nearly impossible to disrupt your dance. At the start of
Starting at 14th level, your weapon attacks score a critical your turn, if you have less than half of your maximum
hit on a roll of 19 or 20. Additionally, when you score a poise points remaining and you are not prone or
critical hit, you regain an extra poise point. incapacitated, you gain one poise point.
Balanced Body Monolith
Beginning at 15th level, you have trained your physical Starting at 17th level, the essence of the earth bolsters
form to near perfection, honing your resilience. You gain your resilience. When you finish a long rest, you can
proficiency in Strength and Constitution saving throws. choose two damage types. You have resistance to those
damage types until you use this feature again.
Perfect Form
At 20th level, your practiced dancing form becomes free Dance of the Wind
from even the tiniest of flaws, granting you the following Dancers of the Wind style learn to hone their dance into a
benefits: fluid sequence of airy movements. Known for their
Your Dexterity and Charisma scores increase by 2. prowess in combat, their dance is as elusive as it is lethal,
Your maximum for those scores is now 22, if it isn’t and they carry that power with great care and
already higher. responsibility.
When you roll battle dance dice, you can expend any Swelling Gale
number of poise points to instead take the maximum Starting when you choose this style at 3rd level, your
value of up to 2 of the dice per poise point spent. focus builds like a storm gathering through your dance.
Dance of the Earth Whenever you expend poise points, you accumulate the
spent poise points into a pool which lasts until you finish a
In the center of a turbulent world, dancers of the Earth short or long rest. When you hit a target with a weapon
embody pillars of balance and stability, often assuming attack, you can consume the entirety of this pool to deal
roles of protectors and defenders. extra damage of the weapon’s type equal to the number of
poise points accumulated.
4
Skydancer against creatures of your choice within 5 feet of you  
Beginning at 10th level, you have a flying speed equal to (excluding yourself) are made with disadvantage.
your walking speed as long as you are not wearing armor. Seismic Stride
If you are airborne at the end of your turn after using this
movement and aren’t held aloft by other means, you fall. Stance, Dance of the Earth
Your steps resonate into the earth and the earth into you.
Slicing Winds You constantly create tremors on the ground around you.
Starting at 17th level, your weapon attacks score a critical The ground in a 10-foot radius around you is difficult
hit on a roll of 18-20. Additionally, when you score a terrain, and when a creature enters that area for the first
critical hit on a weapon attack, the attack deals extra time on a turn or ends its turn there, it must succeed on a
damage equal to one battle dance die. Dexterity saving throw or take bludgeoning damage equal
to a roll of your battle dance die. When you move more
than 10 feet away from affected ground, or if this stance
Stances ends for you, the ground returns to normal.
While you are not prone or incapacitated and you have Additionally, you can move across difficult terrain made
more than 0 poise points remaining, you can use your of earth or stone without expending extra movement.
bonus action to enter a Stance. A Stance lasts until you Sentinel Stance
end it on your turn (no action required), you start your
turn with 0 poise points, you enter a different Stance, you Stance, Dance of the Earth
You enter a state of vigilance. When a creature you can
fall prone, or become incapacitated. When a Stance ends, see enters your reach, you can use your reaction to make
you can’t enter the same Stance again until the start of a melee attack against that creature. If it hits, that
your next turn. creature’s speed is reduced by 10 feet until the end of the
Dance of the Earth round.
Bulwark Stance Dance of the Wind
Stance, Dance of the Earth
Elusive Dance
Your body becomes covered in a thin layer of stone. You
gain a +2 bonus to AC. Stance, Dance of the Wind
You begin an evasive dance of swift movements and
Defiant Dance fleeting turns. You can take the Disengage action as a
Stance, Dance of the Earth bonus action on your turn, or expend a poise point to take
You assume a defensive stance, resembling an the Dodge action as a bonus action on your turn.
unbreakable and immovable pillar. Your speed becomes Deflecting Wind
0, but you gain resistance to all damage except psychic. Stance, Dance of the Wind
Earthen Aegis A vortex of strong wind surrounds your body. Ranged
attacks made with arrows, bolts, and other ordinary,
Stance, Dance of the Earth
A protective halo of floating rocks encircles you, lightweight projectiles against you have their damage
disrupting strikes against your allies. Attacks made reduced by an amount equal to a roll of your battle dance
die plus your Dexterity modifier.
Septentrial Burst
Stance, Dance of the Wind
Your body flows like the wind. You can take the Dash
action as a bonus action on your turn. You can use your
by Anthony Star (© Paizo Publishing)

action to immediately end a single non-magical effect that


is reducing your speed or causing you to be restrained.
Wandering Artist

Stalwart Wind
Stance, Dance of the Wind
A disrupting wind swirls around you. You and all allied
creatures within 5 feet of you gain a +1 bonus to AC.
Tempest Stance
Stance, Dance of the Wind
You assume the form of a raging storm, allowing you to
strike with heightened fervor by tossing aside any care for
evasion. Once per turn, when you make a weapon attack
⠀on your turn, you can choose to make that attack with
⠀advantage. If you do, the first attack roll made against
you until the start of your next turn has advantage.
 

5
Steps    
Each Step includes the following information:
Level: The minimum level you must be in the battle
dancer class in order to learn a Step.
Style: The battle dancer style you need to follow in
order to learn a Step, if any.
Performing Time: The amount of time it takes to
perform a Step. Only one Step with a Performing Time
of Instantaneous can be used at a time.
Poise: The amount of poise points you must expend to
perform a Step.
Flourish
Level 2 Step
Performing Time: 1 action

Poise: 1

You swipe your weapon in a wide arc around yourself. All


other creatures within 5 feet of you must succeed on a
Dexterity saving throw or take damage of the weapon’s
type equal to two rolls of your battle dance die plus your
Dexterity modifier.
Warding Step
Level 2 Step
Performing Time: 1 action

Poise: 1

Make a weapon attack against a creature within range. If


it hits, that creature’s attack rolls against you suffer a
penalty equal to a roll of your battle dance die until the
start of your next turn.
Zealous Strike
Level 2 Step
Performing Time: Instantaneous

Poise: 1

When you hit a creature with a weapon attack, the attack


deals extra damage equal to one battle dance die.
Dance of the Earth
Calcify
Level 3 Step, Dance of the Earth
Performing Time: 1 reaction, which you take when you
take damage

Poise: 0

When you take damage, reduce that damage by an


amount equal to one battle dance die. If you reduce the
damage to 0, you do not lose a poise point.
Concerted Riposte
Level 3 Step, Dance of the Earth
Performing Time: 1 reaction, which you take when a
creature you can see targets a creature other than you
within 5 feet of you with an attack

Poise: 1

When a creature you can see targets a creature, other


than you, within 5 feet of you with an attack, you can
attempt to deflect the strike. The attack roll suffers a
penalty equal to 1 + one battle dance die. If the attack
misses, the creature it was targeting can then make a
melee attack against the target as a reaction.
6

Dancer, by
Rongrong Wang
Earth Walk Granite Barrage  
Level 3 Step, Dance of the Earth Level 12 Step, Dance of the Earth
Performing Time: 1 bonus action
Performing Time: 1 bonus action

Poise: 1
Poise: 3

Until the start of your next turn, you can’t be pushed or You conjure a swirl of loose stone to float around your
knocked prone, and you can move across difficult terrain shoulders. When you make a weapon attack, a barrage of
made of earth or stone without expending extra stone strikes the same target. After each of your next four
movement. attacks, whether the attack hits or misses, the target must
succeed on a Dexterity saving throw or take bludgeoning
Tectonic Fortitude damage equal to two battle dance dice.
Level 3 Step, Dance of the Earth
Performing Time: 1 bonus action
Unleash Quake
Poise: 1
Level 18 Step, Dance of the Earth

You brace both mind and body, gaining 2 temporary hit Performing Time: 1 action

points. Poise: 5

You stomp the ground, unleashing a shockwave in a 60-


Concussive Strike foot radius around you. Each creature in that area must
Level 6 Step, Dance of the Earth succeed on a Dexterity saving throw, or take bludgeoning
1 action
damage equal to four battle dance dice and be knocked
Performing Time:
3
prone. Any structure that is in contact with the ground in
Poise:
the area takes double damage. The ground in the area
You empower your strike with a burst of stone shrapnel. becomes difficult terrain until cleared.
Make a weapon attack against a creature within range. Once you use this Step, you must finish a short or long
This attack deals extra bludgeoning damage equal to one rest before you can use it again.
battle dance die, and the target must succeed on a
Constitution saving throw or be stunned until the end of Dance of the Wind
your next turn.
Leap
Seismic Shove Level 3 Step, Dance of the Wind
Level 6 Step, Dance of the Earth
Performing Time: 1 bonus action

Performing Time: 1 bonus action


Poise: 1

Poise: 1 per targeted creature


Your jump distance is tripled until the start of your next
Choose up to three grounded creatures you can see within turn.
30 feet of you. The ground beneath the targeted creatures
trembles and thrusts violently, knocking them off-balance. Tailwind
The creatures must succeed on a Dexterity saving throw Level 3 Step, Dance of the Wind
or be knocked prone. Performing Time: 1 bonus action

Breaking Blows Poise: 2

Level 9 Step, Dance of the Earth Until the start of your next turn, your speed is doubled,
Instantaneous
and any creature that makes an opportunity attack against
Performing Time:
Poise: 2
you has disadvantage on the attack roll.
You enhance a strike with debilitating force. When you hit Wind-Guided Surge
a creature with a melee attack, that creature must Level 3 Step, Dance of the Wind
succeed on a Constitution saving throw or be 1 bonus action

momentarily crippled. On its next turn, it can use either Performing Time:
2

an action or a bonus action, not both. Regardless of the Poise:


creature’s abilities or magic items, it can’t make more You channel a gust of wind to guide your weapons. Until
than one melee or ranged attack during its turn. the start of your next turn, if any of your attacks would
miss, you can roll a battle dance die and add it to the
Fling Earth attack roll.
Level 9 Step, Dance of the Earth
Repelling Wave
Performing Time: 1 action

Poise: 3
Level 6 Step, Dance of the Wind

You kick up a cloud of dust and loose gravel, sending it Performing Time: 1 reaction, which you take when a
flying in a 30-foot cone. Each creature in that area must creature you can see within 5 feet of you targets you
make a Dexterity saving throw. On a failure, a creature with a melee attack

Poise: 2

takes bludgeoning damage equal to three battle dance


dice and is blinded until the start of your next turn. On a You create an instantaneous burst of wind in the direction
success, a creature takes half as much damage and isn’t of a creature that is attempting to make a melee attack
blinded. against you. The creature must succeed on a Strength
saving throw or take bludgeoning damage equal to one
battle dance die and have disadvantage on the attack.
7
Sundering Wave equal to seven battle dance dice on a failed save, or half as  
Level 6 Step, Dance of the Wind much damage on a successful one.
1 action
Once you use this Step, you must finish a short or long
Performing Time:
Poise: 2
rest before you can use it again.
A burst of air sweeps out from you. Each creature within Dancer Weapons
10 feet of you must make a Strength saving throw. On a These unique weapons introduce two special properties:
failed save, a creature takes thunder damage equal to
three battle dance dice, is pushed 5 feet away from you Levitating. If you are proficient with this weapon, it hovers
and knocked prone. On a successful save, the creature around your body while drawn, reducing its weight to 0
takes half as much damage and isn’t pushed or knocked and requiring no hands to hold. You can make attacks
prone. with this weapon only if at least one of your hands is free,
Graceful Dodge or two for weapons with the Two-Handed property. When
making an attack with this weapon, you use your
Level 9 Step, Dance of the Wind
Dexterity modifier for the attack and damage rolls.
Performing Time: 1 reaction, which you take when a
creature you can see hits you with a melee attack
Recall. When this weapon leaves your space as part of an
Poise: 2
attack, it then returns to you as part of the same attack.
When a creature you can see hits you with a melee attack,
roll a battle dance die, adding the result of the roll to your
AC against that attack. If the attack misses, you can then
move up to 10 feet in any direction as part of the same
reaction, without provoking opportunity attacks from the
creature that attacked you.
Thunderous Flurry
Level 9 Step, Dance of the Wind
Performing Time: Instantaneous

Poise:2

When you take the Attack action on your turn, you can
make one extra attack as part of that action.
Zephyrus Dance
Level 9 Step, Dance of the Wind
Performing Time: 1 action

Poise: 5

You lighten your footing, channeling a wind current that


races across your limbs. Make a single weapon attack
with advantage. The attack deals extra thunder damage
equal to one battle dance die.
For the next minute, your walking speed increases by
10 feet, and your weapon attacks deal extra thunder
damage equal to one battle dance die.
Once you use this Step, you must finish a short or long
rest before you can use it again.
Confounding Blow
Level 12 Step, Dance of the Wind
Performing Time: Instantaneous

Poise: 4

When you hit a creature with a weapon attack, you can


summon a dazing wind flurry upon it. The attack deals
extra thunder damage equal to two battle dance dice, and  
the target must succeed on a Constitution saving throw or
be stunned until the end of your next turn.
Cyclone
Level 18 Step, Dance of the Wind
Performing Time: 1 action

Poise: 6

You create a spiralling storm of sharp gusts of air in a 20


foot radius around you. Each creature in the area must
make a Dexterity saving throw, taking slashing damage
8
Battle Dancer is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards.
Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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