Crimson Dancer - Battle Dances in Misty Isle of Harn | World Anvil

Crimson Dancer - Battle Dances

Some of the inspiration and details is derived from Colombia Games and the Hârn Religion Team (HRT) Archive.

The Sisterhood of the Crimson Dancer are a small all-female fighting order. Graceful and deadly, out to prove they are the equal (or better) in combat to their male counterparts.

They use a fluid fighting style, more like a battle dance. The Crimson Dancers (and their sponsoring Clerical Order of Kukshin) attack with speed, grace, and utilizing the freedom of movement in combat. Battlefield tactics, consequently tend to involve flacking, surprise, ambushes, as well as sudden charges and retreats.

The Crimson Dancers and the Order of Kukshin have access to special Battle Dance rituals. These are found in their holy-book the Blood and Fire, the Dances of the Kukshin.

Battle Dancing

These can be utilized by members of Crimson Dancer and the Order of Kukshin. Occasionally devoted female lay adherents may be trained in these rituals, but only under clerical instruction. These Battle Dances are not class-specific. Any qualifying character can use them.
  All battle dance ritual effects are based on Charisma. A saving throw, if applicable, will be 8 + Proficiency Adjustment + Charisma Adjustment.

The number of battles dances that can be prepared is equal to the Dancers Charisma bonus, a minimum of 1.

Only one Battle Dance can be used at any one time, although a multiple of the same type can be prepared.

They are prepared by undertaking a special ceremony in a shrine or temple to Agrik, which takes around 1 hour. The dancer must use the ritual holy book the Blood and Fire, the Dances of the Kukshin, and make a Religion check with a small sacrifice of Holy ash or blood of a worthy foe in the holy flame located in the center of the temple. A priestess of the Order of Kukshin may assist in the ritual granting advantage on any religion check.

If the Dancer makes the Religion check, then she can prepare the Battle Dance and use it whenever the opportunity arises to activate it. Once activated, it is used up.

If the Dancer fails the Religion check, the ritual was not accepted by the Agrik, or a mistake was made. Components are lost, and that ritual for that battle dance cannot be prepared for another 8 days.


Fire Dance

Activation

As a Bonus Action when near strong normal or magical flames.

Effect

The Dancer draws fire from nearby flames, which then swirl around the Dancer and her weapon. On each melee or thrown weapon hit, the Dancers will do an additional d4 Fire damage. If the Dancers do not hit during her turn, she will instead take 1 point of Fire damage at the start of her next turn. This Dance lasts for the duration of the fight and can be dismissed at will or when the Dancers loses consciousness.

Requirements

Character Level: 1 Skill: Religion Check DC 7 Sacrifice: Holy Ash worth 5sp or Blood of a worthy slain foe*

Blood Dance

Activation

  As a Reaction after performing a critical hit.

Effect

The target takes 1d4 additional bleeding damage from any critical blood swirls around the Dancer in bloody patterns. This will increase the Dancers movement speed by 10ft for the rest of the battle, and she may Disengage as a Bonus Action. This Dance lasts for the duration of the fight and can be dismissed at will or when the Dancers loses consciousness.

Requirements

Character Level: 1, Skill: Religion Check DC 7 Sacrifice: Holy Ash worth 5sp or Blood of a worthy slain foe*

Dance of Spite

Activation

As a Reaction after being hit by a critical hit.

Effect

  After being hit, the Dancers fury and bloodlust increase. For the rest of the battle, the Dancers attacks on that person or monster will score a Critical Hit on 19 to 20, and on a critical hit, the Dancer will heal d4 hit points. This Dance lasts for the duration of the fight and can be dismissed at will or when the Dancer loses consciousness.

Requirements

Character Level: 1, Skill: Religion Check DC 7 Sacrifice: Holy Ash worth 5sp or Blood of a worthy slain foe*

The Smoke Dance

Activation

As a Bonus Action when near smoke or a strong fire.

Effect

The Dancer draws smoke from a nearby burning fire. The smoke surrounds her body, obscuring the exact position giving her a +2 AC bonus for the duration of the battle or until a strong wind, such as the Gust of Wind spell, disperses it.

Requirements

Character Level: 1, Skill: Religion Check DC 7 Sacrifice: Holy Ash worth 5sp or Blood of a worthy slain foe*

Dance of Crimson Mist

Activation

As a Reaction after taking a total of 10 points or more damage from any weapon or spell which causes bleeding (e.g., usually from Slashing, Piercing, or Force weapons and spells).

Effect

Blood from the Dancers injuries forms a mist around her body, immediately granting advantage on checks to avoid being grappled. For the remainder of the battle, every time the Dancers take damage, which causes bleeding, the amount of blood increases, and she can, as a Reaction, direct some of it into the eyes of an opponent of her choice who is within 10ft. They must make a Dexterity saving throw or be blinded. They may make another saving throw at the end of their following turns. This Dance lasts for the duration of the fight and can be dismissed at will or when the Dancers loses consciousness.

Requirements

Character Level: 5, Skill: Religion Check DC 10, Sacrifice: Holy Ash worth 20sp or Blood of a worthy slain foe*

Footsteps of Fire

Activation

Activated as a Bonus Action after the Dancers steps into a fire and takes damage.

Effect

The Dancer immediately gains Resistance to Fire. As she moves she leaves a trail of fire in her footsteps. Anyone, including the Dancer, moving over the flaming pathway takes 1d6 Fire damage per square moved through, although they are allowed a Dexterity saving throw to take half damage. This Dance lasts for the duration of the fight and can be dismissed at will or when the Dancers loses consciousness.

Requirements

Character Level: 9, Skill: Religion Check DC 12 Sacrifice: Holy Ash worth 50sp or Blood of a worthy slain foe*

Dance of Pain

Activation

Activated as a Reaction after the Dancer takes at least 20 points of damage in one hit from any weapon or spell attack.

Effect

The pain focuses the Dancer and feeds her natural aggression. Any opponent who causes her damage she may attack with advantage during her following turn. Additionally, she has resistance to Psychic Damage and is immune to Fear and Charm effects. This effect lasts for the duration of the battle.

Requirements

Character Level: 9, Skill: Religion Check DC 12 Sacrifice: Holy Ash worth 50sp or Blood of a worthy slain foe*

*The Crimson Dancer must have landed the killing blow or dealt the majority of damage; the foe must be a worthy challenge, and the blood cannot be more than 8 days old. Only the blood of 1 foe can be used per the ritual.
Using the blood of a worthy foe will grant advantage on the Religion Check to prepare the War Dance. If it is especially powerful, then Agrik may grant additional benefits to the Dancer.

 

Related Articles

Holy book - Blood and Fire, the Dances of the Kukshin
Sisterhood of the Crimson Dancers
Order of Kukshin

Comments

Please Login in order to comment!
Oct 14, 2020 20:13 by MrGunn

Man this is so neat, I love your creativity!

Thanks!   MrGunn [email protected]
Oct 14, 2020 21:50

Thanks, I like to add special abilities and flavor to the various organisations. However, the Players often forget or under use these bonuses, but I make sure the villains don’t.

Oct 14, 2020 21:55 by MrGunn

Muahahahah! ]->

Thanks!   MrGunn [email protected]