Battle Dancer
Elves and sprites innovated the battle dancing technique to help them overcome the larger, lumbering trolls. The style enabled these quick and nimble folk to capitalize on their natural gifts in the thick of combat. Battle dancers move with incredible grace, maneuvering their bodies through artful motion to duck under strikes and spin away from foes—staying out of reach until it’s time to strike once more. Through training, the dancers control their movements with precision, a performance as beautiful as it is deadly.
Most likely, you learned the techniques from another experienced battle dancer. Perhaps you witnessed such a warrior and came away inspired or sought out a master to give you the edge you needed.
Level 7 Battle Dancer
Attributes: Increase three attributes by 1 each
Health: +18
Bonus Damage: +1d6
Battle Dance: In combat, while you lack any afflictions, you have the Slippery trait and impose 1 bane on rolls to attack you. In addition, when you move at least 4 yards before making a melee attack and get a critical success on it, the target takes extra damage equal to your Speed score (maximum 10).
Take the Lead: If you deal damage to a Size 2 or smaller target with a melee attack, then move on the same turn, you can cause the target of your attack to move with you and stay within your reach, provided the target lacks the held and unconscious afflictions. You lose access to this talent while you have an affliction.
Level 8 Battle Dancer
Health: +18
Bonus Damage: +1d6
Twist Away: When you take damage, you can use a reaction to reduce it by 2d6, then move up to your Speed. You then lose access to this talent (luck ends).
Level 10 Battle Dancer
Health: +18
Bonus Damage: +1d6
Dance of Death: You can use an action to spring into motion. Inside a Size 10 space centered on you, choose any number of creatures. Each of these targets makes an Agility roll with 1 bane; on a failure, the target takes 5d6 damage and becomes vulnerable (luck ends). If you target just one creature, the target takes an extra 6d6 damage on a failure. After you use this talent, you can move to any space inside the area; then you lose access to this talent (luck ends).
Find the Gap: Whenever a target creature takes 15 damage or more from a melee attack you made, the target becomes vulnerable until the end of your next turn.