Fighter
Base Class: Fighter

The Blade Dancer turns combat into a dance, a ballroom in which they weave and dodge through their enemies dishing out nimble, yet devastating attacks. Warriors wishing to train as Blade Dancers often have to travel to the far corners of the world, seeking the wisdom and skill of master practitioner's with years of experience. They learn balance, finesse, agility and, above all, control. In battle, you best keep a close eye on the Blade Dancer, lest they tear you to shreds.

Limber Up

As a Blade Dancer, you gain additional proficiencies. You become proficient in acrobatics and performance checks.

Double the Weapon, Double the Fun!

When you choose this subclass at 3rd level, you become adept at dual wielding blades. If you are engaged in two-weapon fighting and you use your bonus action to attack with your offhand weapon, you gain one additional bonus action during that turn only. This extra bonus action cannot be used to attack with your offhand weapon. You also gain the following action:

Whirlwind. If you are engaged in two-weapon fighting and take the attack action, you can replace one of your attacks with a blade whirlwind. As part of this attack, you move up to half your movement speed without provoking opportunity attacks, spinning with your weapons pointed outwards. If you move within 5 feet of a creature during this movement, that creature must succeed on a Dexterity saving throw against your Twin Weapon save DC, which is calculated 8 + your proficiency bonus +  your Strength or Dexterity modifier (whichever is highest). On a failed save, a creature takes 2d8 bludgeoning or slashing damage (your choice). A creature takes half as much on a success. You can use this feature a number of times equal to your proficiency bonus per long rest.

Nimble Feet

From 3rd level, you gain the following features:

  • Your movement speed increases by 10 feet.
  • You can take the disengage or dash action as a bonus action on your turn.

Duck and Dive

From 7th level, your agility makes you difficult to pin down. You have advantage on any Strength and Dexterity saving throws made to resist being grappledrestrained or knocked prone. Additionally, if you succeed on a saving throw made to resist any of these conditions, you can use your reaction to move up to 10 feet and make a melee attack against a creature within range.

Weapons of Fury

From 10th level, before you take the attack action while you are engaged in two-weapon fighting, you can choose to have disadvantage on all Strength and Dexterity saving throws until the start of your next turn. If you do, you add +5 to the damage of any melee weapon attacks you hit while engaged in two-weapon fighting until the end of your current turn.

Additionally, if you successfully hit the same creature three times with melee weapon attacks during one of your turns while you are engaged in two-weapon fighting, that creature must succeed on a Constitution saving throw against your Twin Weapon save DC or be stunned until the end of its next turn.

Powerful Offhand

From 15th level, your skill with your offhand weapon has reached such a level that you can empower your offhand strikes. When you use a bonus action to attack with your offhand weapon, you can empower that attack (no action required), making it do something extra depending on the type of damage that weapon deals.

  • If your offhand weapon deals slashing damage, the attack deals an additional 1d8 slashing damage on a hit.
  • If your offhand weapon deals bludgeoning damage, if the attack hits, the creature must succeed on a Strength saving throw against your Twin Weapons save DC or fall prone.
  • If your weapon deals piercing damage, if the attack hits, the creature has disadvantage on it's next attack roll before the end of its next turn.

You can empower your offhand attack a number of times equal to your proficiency bonus, and you regain all uses on a long rest.

Inspiring Form

From 18th level, your incredible fighting technique is a wonder to behold. Whenever you hit a creature with a melee weapon attack, all other friendly creatures within 30 feet that can see you gain 3 temporary hit points. These temporary hit points can stack with temporary hit points gained from this feature.

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