Dance bring their melodies directly to the front-line of combat, letting the sounds of clashing steel and breaking bones add to their furious movements.
Dancer's Teachings
Beginning when you select this subclass at 3rd level, you learn the Reckless Steps Maestro Movement, adding it to your list of movements known. In addition, you gain proficiency with medium armor, shields, and martial weapons.
Reckless Steps: When you or a friendly creature within your symphony makes a melee weapon attack, they may gain advantage on that attack roll, if they do, other creatures have advantage on attacking them until the end of their next turn.
Beat - Vengeant Strike
At 3rd level, you stoke the flames of your ally’s ire, letting them counterattack. As a reaction when an ally within 60 feet of you is hit with an attack, you may spend 1 beat point to let them make a melee weapon attack as a reaction, if they can see or hear you.
Extra Attack
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, if you hit a creature with both your attacks while your symphony is active, you may grant all friendly creatures within the symphony temporary hit points equal to your Charisma modifier. These temporary hit points last until your symphony ends.
Accelerando - Blades Drawn
By 10th level, you’ve honed your dance to ignite a battle frenzy in your allies. You and allies within 30 feet of you who can see or hear you may draw a weapon or arcane focus as a free action when rolling initiative, in addition, they gain a 10 foot bonus to their movement speed until the end of their next turn.
Mighty Disco
At 14th level, your dancing is so indicative of your combat prowess that it crushes the spirits of your foes while igniting that of your allies. When you begin your symphony, you may choose to dance, forcing all enemies within 30 feet of you who can see or hear you to make a Wisdom saving throw against your Special save DC. On a failure, a creature is frightened and has their speed reduced to 0 feet until the end of their next turn. Allies within 30 feet of you gain temporary hp equal to your maestro level.
After you use this feature you can’t use it again until you finish a short or long rest.