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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 Dance Poise Steps Stances Unarmored
Level Bonus Die Points Known Known Movement Features
1st +2 d4 4 1 — — Battle Dance, Poise, Unarmored
Defense
2nd +2 d4 4 1 — +5 ft. Fighting Style, 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 (x1)
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. Extra Attack (x2)
12th +4 d6 9 5 3 +15 ft. Ability Score Improvement
13th +5 d8 10 5 3 +15 ft. Flawless Acrobat
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 the Acrobatics and
entertainer background. Performance skills if you don’t already have it,
and you
can add your Dexterity modifier to Charisma
Class Features (Performance) checks made to dance.
As a battle dancer, you gain the following class features. You also gain the ability to perform two types of special
moves, called Stances and Steps (a detailed list of
Hit Points Stances and Steps begins on page 5).
Hit Dice:1d8 per battle dancer level
8 + your Constitution modifier
Hit Points at 1st Level: Stances
Hit Points at Higher Levels:1d8 (or 5) + your Stances are an integral part of a battle dancer’s dance,
Constitution modifier per battle dancer level after 1st allowing them to assume distinct forms that create unique
effects.
Proficiencies You learn one Stance when you reach 3rd, and then
Armor: None again when you reach 5th, 11th, and 17th level in this
Weapons: Simple weapons, dancer weapons, one type class.
of martial weapon
Tools: One type of artisan’s tools, one musical Steps
instrument Steps are swift moves that can be incorporated into your
dance without breaking up your Stance.
Saving Throws: Dexterity, Charisma You learn one Step starting at 1st level, and learn
Skills: Choose two from History, Nature, Persuasion, additional Steps as shown in the Steps Known column of
Religion, Sleight of Hand, and Stealth. the Battle Dancer table.
Equipment When you gain a new level, you may replace a single Step
You start with the following equipment, in addition to the or Stance you’ve learned with another Stance or Step that
equipment granted by your background: is available to you.
(a) any simple weapon or (b) any martial weapon Battle Dance Die. Some of your class features require you
(a) an entertainer’s pack or (b) a priest’s pack to roll a battle dance die. This die is a d4, and changes as
two dancer weapons and a dancer’s outfit you gain battle dancer levels, as shown in the Battle
Dance Die column of the Battle Dancer table.
 
2
Poise Dancing Style  
Also at 1st level, you begin to hone your internal balance, When you reach 3rd level, you commit your performance
represented by a number of poise points. You have 4 to a certain dancing style. Your style grants you features
poise points, and you gain more as you gain battle dancer at 3rd level and again at 10th and 17th level.
levels, as shown in the Poise Points column of the Battle
Dancer table. You can never have more poise points than Ability Score Improvement
shown on the table for your level. You regain all spent When you reach 4th level, and again at 8th, 12th, 16th,
poise points when you finish a long rest. and 19th level, you can increase one ability score of your
Poise points, on top of being a resource that fuels your choice by 2, or you can increase two ability scores of your
dance, are a representation of your physical stability and choice by 1. As normal, you can’t increase an ability score
internal equilibrium. When you hit an enemy creature above 20 using this feature.
with a melee weapon attack made as part of your Attack
action, you gain one poise point. When you take damage, Extra Attack
you lose one poise point. Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.
Saving Throws. Some of your class features require your The number of attacks increases to three when you
targets to make a saving throw to resist their effects. The reach 11th level in this class.
saving throw DC is calculated as follows:
Steadfast Steps
Dance save DC = 8 + your proficiency bonus Starting at 6th level, when you make a saving throw, you
+ your Dexterity modifier can expend a poise point to roll a battle dance die and add
the result to the saving throw. This can be done after your
Unarmored Defense
Beginning at 1st level, while you are wearing no armor roll, but before it is revealed whether the roll succeeds or
and not wielding a shield, your AC equals 10 + your fails.
Dexterity modifier + your Charisma modifier. You can use this feature a number of times equal to
your Charisma modifier (minimum of one). You regain
Fighting Style
expended uses when you finish a long rest.
At 2nd level, you adopt a particular style of fighting as Evasion
your specialty. Choose one of the following options. You At 7th level, your nimble nature allows you to avoid
can’t take a Fighting Style option more than once, even if certain area effects, such as a brass dragon’s fire breath
you later get to choose again. or a lightning bolt spell. When you are subjected to an
Dueling. When you are wielding a melee weapon in
effect that allows you to make a Dexterity saving throw to
one hand and no other weapons, you gain a +2 bonus take only half damage, you instead take no damage if you
to damage rolls with that weapon. succeed on the saving throw, and only half damage if you
Skilled Handling. Choose one type of non-Heavy melee
fail.
weapon you are proficient with. You gain a +1 to attack Battle Trance
rolls with that type of weapon, and you can use your Starting at 9th level, when you lose a poise point as a
Dexterity or your Strength modifier for the attack and result of taking damage, you can use your reaction to gain
damage rolls. Whenever you gain a level in this class, that poise point back.
you can replace your chosen weapon type with another  
type of melee weapon.
Suspended Protection. While you have a weapon with
the Levitating property drawn, you gain a +1 bonus to
AC.
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.
Two-Weapon Fighting. When you engage in two-
weapon fighting, you can add your ability modifier to
the damage of the second attack.
Unarmed Fighting. Your unarmed strikes can deal
bludgeoning damage equal to 1d6 + your Strength
modifier on a hit. If you aren’t wielding any weapons or
a shield when you make the attack roll, the d6 Erika
becomes a d8. At the start of each of your turns, you by NNobodius

can deal 1d4 bludgeoning damage to one creature


grappled by you.
Unarmored Movement
Starting at 2nd level, your speed increases by 5 feet while
you are not wearing armor or wielding a shield. This
bonus increases when you reach certain battle dancer
levels, as shown in the Battle Dancer table.

3
 

Flawless Acrobat
Beginning at 13th level, your acrobatic skills are
unmatched. When you make a Dexterity (Acrobatics)
check, you can treat a d20 roll of 9 or lower as a 10, and Stone’s Endurance
you have advantage on ability checks and saving throws to Starting when you choose this style at 3rd level, your hit
avoid being knocked
prone or grappled. point maximum increases by 3, and increases by 1 again
Graceful Precision whenever you gain a level in this class.
Starting at 14th level, your weapon attacks score a critical Additionally, when you gain temporary hit points, you
hit on a roll of 19 or 20. Additionally, when you score a can roll a battle dance die and add the result to the
critical hit, you regain an extra poise point. amount of temporary hit points gained.
Terra Firma
Balanced Body
Beginning at 15th level, you have trained your physical Beginning at 10th level, your unwavering steps make it
form to near perfection, honing your resilience. You gain nearly impossible to disrupt your dance. At the start of
proficiency in Strength and Constitution saving throws. your turn, if you have less than half of your maximum
poise points remaining and you are not prone or
Perfect Form incapacitated, you gain one poise point.
At 20th level, your practiced dancing form becomes free Monolith
from even the tiniest of flaws, granting you the following Starting at 17th level, the essence of the earth bolsters
benefits: your resilience. When you finish a long rest, you can
Your Dexterity and Charisma scores increase by 2. choose two damage types. You have resistance to those
Your maximum for those scores is now 22, if it isn’t damage types until you use this feature again.
already higher.
When you roll battle dance dice, you can expend any Dance of the Wind
number of poise points to instead take the maximum Dancers of the Wind style learn to hone their dance into a
value of up to 2 of the dice per poise point spent. fluid sequence of airy movements. Known for their
prowess in combat, their dance is as elusive as it is lethal,
Dancing Styles and they carry that power with great care and
While all battle dancers have the art of dancing in responsibility.
common, the expression of their combat prowess differs Swelling Gale
between styles. Whereas some dancers are purely reliant Starting when you choose this style at 3rd level, your
on their physical might and speed, some dancing styles focus builds like a storm gathering through your dance.
allow dancers to manifest a level of control over magic Whenever you expend poise points, you accumulate the
and the elements. spent poise points into a pool which lasts until you finish a
Dance of the Earth
short or long rest. When you hit a target with a weapon
attack, you can consume the entirety of this pool to deal
In the center of a turbulent world, dancers of the Earth extra damage of the weapon’s type equal to the number of
embody pillars of balance and stability, often assuming poise points accumulated.
roles of protectors and defenders.  

4
Skydancer Flourish  
Beginning at 10th level, you have a flying speed equal to Level 1 Step
your walking speed as long as you are not wearing armor. Performing Time: 1 attack

Slicing Winds Poise: 1

Starting at 17th level, your weapon attacks score a critical You swipe your weapon in a wide arc around yourself. All
hit on a roll of 18-20. Additionally, when you score a other creatures within 5 feet of you must succeed on a
critical hit on a weapon attack, the attack deals extra Dexterity saving throw or take damage of the weapon’s
damage equal to one battle dance die. type equal to two battle dance dice plus your Dexterity
modifier.
Stances & Steps Warding Step
The following is a list of Stances and Steps available by Level 1 Step
dancing style. Performing Time: 1 attack

Stances Poise: 1

While you are not prone or incapacitated and you have Make a melee weapon attack against a creature within
more than 0 poise points remaining, you can use your range. If it hits, that creature’s attack rolls against you
bonus action to enter a Stance. A Stance lasts until you suffer a penalty equal to a roll of your battle dance die
end it on your turn (no action required), you start your until the start of your next turn.
turn with 0 poise points, you enter a different Stance, you
fall prone, or become incapacitated. When a Stance ends, Zealous Strike
you can’t enter the same Stance again until the start of Level 1 Step
your next turn. Performing Time: 1 attack

Steps Poise: 1

Each Step includes the following information: Make a weapon attack against a creature within range.
The attack deals extra damage equal to one battle dance
Level: The minimum level you must be in the battle die.
dancer class in order to learn a Step.
Style: The battle dancer style you need to follow in Dance of the Earth
order to learn a Step, if any. The following are the Stances and Steps that are
Performing Time: The amount of time it takes to
perform a Step. exclusive to Dance of the Earth.
Poise: The amount of poise points you must expend to
Stances
perform a Step. Bulwark Stance
Basic Steps Stance, Dance of the Earth
These 1st level Steps are available to battle dancers of all Your body becomes covered in a thin layer of stone. You
dancing styles. gain a +2 bonus to AC.
Defiant Dance
Stance, Dance of the Earth
You assume a defensive stance, resembling an
unbreakable and immovable pillar. Your speed becomes
0, but you gain resistance to all damage except psychic.
by Anthony Star (© Paizo Publishing)

Earthen Aegis
Stance, Dance of the Earth
A protective halo of floating rocks encircles you,
Wandering Artist

disrupting strikes against your allies. Attacks made


against creatures of your choice within 5 feet of you
(excluding yourself) are made with disadvantage.
Seismic Stride
Stance, Dance of the Earth
Your steps resonate into the earth and the earth into you.
You constantly create tremors on the ground around you.
The ground in a 10-foot radius around you is difficult
terrain, and when a creature enters that area for the first
time on a turn or ends its turn there, it must succeed on a
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
ends for you, the ground returns to normal.
Additionally,
 

5
you can move across difficult terrain made of earth or  
stone without expending extra movement.
Sentinel Stance
Stance, Dance of the Earth
You enter a state of vigilance. When a creature you can
see enters your reach, you can use your reaction to make
a melee attack against that creature. If it hits, that
creature’s speed is reduced by 10 feet until the end of the
round.
Steps
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 attacker as a reaction.
Earth Walk
Level 3 Step, Dance of the Earth
Performing Time: 1 bonus action

Poise: 1

Until the start of your next turn, you can’t be pushed or


knocked prone, and you can move across difficult terrain
made of earth or stone without expending extra
movement.
Tectonic Fortitude
Level 3 Step, Dance of the Earth
Performing Time: 1 bonus action

Poise: 1

You brace both mind and body, gaining 2 temporary hit


points.
Concussive Strike
Level 6 Step, Dance of the Earth
Performing Time: 1 action

Poise: 3

You empower your strike with a burst of stone shrapnel.


Make a weapon attack against a creature within range.
This attack deals extra bludgeoning damage equal to one
battle dance die, and the target must succeed on a
Constitution saving throw or be stunned until the end of
your next turn.
 

Dancer, by
Rongrong Wang
Seismic Shove Dance of the Wind  
Level 6 Step, Dance of the Earth
The following are the Stances and Steps that are
Performing Time: 1 bonus action
exclusive to Dance of the Wind.
Poise: 1 per targeted creature

Stances
Choose up to three grounded creatures you can see within
30 feet of you. The ground beneath the targeted creatures Elusive Dance
trembles and thrusts violently, knocking them off-balance. Stance, Dance of the Wind
The creatures must succeed on a Dexterity saving throw You begin an evasive dance of swift movements and
or be knocked prone. fleeting turns. You can take the Disengage action as a
bonus action on your turn, or expend a poise point to take
Breaking Blows the Dodge action as a bonus action on your turn.
Level 9 Step, Dance of the Earth
Performing Time: 1 attack
Deflecting Wind
Poise: 2
Stance, Dance of the Wind

You enhance a strike with debilitating force. Make a A vortex of strong wind surrounds your body. Ranged
melee weapon attack against a creature within range. On attacks made with arrows, bolts, and other ordinary,
a hit, that creature must succeed on a Constitution saving lightweight projectiles against you have their damage
throw or be momentarily crippled. On its next turn, it can reduced by an amount equal to a roll of your battle dance
use either an action or a bonus action, not both. die plus your Dexterity modifier.
Regardless of the creature’s abilities or magic items, it Septentrial Burst
can’t make more than one melee or ranged attack during
its turn. Stance, Dance of the Wind
Your body flows like the wind. You can take the Dash
Fling Earth action as a bonus action on your turn. You can use your
Level 9 Step, Dance of the Earth action to immediately end a single non-magical effect that
Performing Time: 1 action
is reducing your speed or causing you to be restrained.
Poise: 3
Stalwart Wind
You kick up a cloud of dust and loose gravel, sending it Stance, Dance of the Wind
flying in a 30-foot cone. Each creature in that area must A disrupting wind swirls around you. You and all allied
make a Dexterity saving throw. On a failure, a creature creatures within 5 feet of you gain a +1 bonus to AC.
takes bludgeoning damage equal to three battle dance
dice and is blinded until the start of your next turn. On a Tempest Stance
success, a creature takes half as much damage and isn’t Stance, Dance of the Wind
blinded. You assume the form of a raging storm, allowing you to
strike with heightened fervor by tossing aside any care for
Granite Barrage evasion. Once per turn, when you make a weapon attack
Level 12 Step, Dance of the Earth
on your turn, you can choose to make that attack with
Performing Time: 1 bonus action
advantage. If you do, the first attack roll made against you
Poise: 3
until the start of your next turn has advantage.
You conjure a swirl of loose stone to float around your Steps
shoulders. When you make a weapon attack, a barrage of
stone strikes the same target. After each of your next four Leap
attacks, whether the attack hits or misses, the target must Level 3 Step, Dance of the Wind
succeed on a Dexterity saving throw or take bludgeoning Performing Time: 1 bonus action

damage equal to two battle dance dice. Poise: 1

Unleash Quake Your jump distance is tripled until the start of your next
Level 18 Step, Dance of the Earth turn.
Performing Time: 1 action
Tailwind
Poise: 5
Level 3 Step, Dance of the Wind
You stomp the ground, unleashing a shockwave in a 60- Performing Time: 1 bonus action

foot radius around you. Each creature in that area must Poise: 2

succeed on a Dexterity saving throw, or take bludgeoning Until the start of your next turn, your speed is doubled,
damage equal to four battle dance dice and be knocked and any creature that makes an opportunity attack against
prone. Any structure that is in contact with the ground in you has disadvantage on the attack roll.
the area takes double damage. The ground in the area  
becomes difficult terrain until cleared.
Once you use this Step, you must finish a short or long
rest before you can use it again.

7
Wind-Guided Surge damage equal to one battle dance die.  
Level 3 Step, Dance of the Wind Once you use this Step, you must finish a short or long
Performing Time: 1 bonus action
rest before you can use it again.
Poise: 2
Confounding Blow
You channel a gust of wind to guide your weapons. Until Level 12 Step, Dance of the Wind
the start of your next turn, if any of your attacks would 1 attack

miss, you can roll a battle dance die and add it to the Performing Time:
4

attack roll. Poise:


Make a melee weapon attack against a creature within
Repelling Wave range. On a hit, you summon a dazing wind flurry upon it.
Level 6 Step, Dance of the Wind The attack deals extra thunder damage equal to two battle
1 reaction, which you take when a dance dice, and the target must succeed on a Constitution
Performing Time:
creature you can see within 5 feet of you targets you saving throw or be stunned until the end of your next turn.
with a melee attack
Cyclone
Poise: 2

Level 18 Step, Dance of the Wind


You create an instantaneous burst of wind in the direction 1 action

of a creature that is attempting to make a melee attack Performing Time:


6

against you. The creature must succeed on a Strength Poise:


saving throw or take bludgeoning damage equal to one You create a spiralling storm of sharp gusts of air in a 20
battle dance die and have disadvantage on the attack. foot radius around you. Each creature in the area must
make a Dexterity saving throw, taking slashing damage
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: 1 action

Poise: 2

Take the Attack action, making 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
8
 

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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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