Fighter
Base Class: Fighter

Turn the battlefield into your stage—and every enemy into part of the finale.

Bladedancers do not endure the chaos of battle. They seize its rhythm.

Unburdened by armor, they glide through enemy ranks, turn deadly missiles aside with a flash of steel, and carry one killing stroke into the next. Their confidence is as lethal as their speed; every step invites an attack, and every miss draws the enemy deeper into the dance.

To watch a Bladedancer is breathtaking. To face one is to discover that beauty can kill.

3rd Level: Ribbon and Steel

Your grace, confidence, and blade move as one.

Dancing Arsenal

When you make an attack with a melee weapon that has the Finesse or Versatile property, you can use your Dexterity instead of Strength for the attack and damage rolls.

Unarmored Elegance

While you aren’t wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.

Impossible Parry

When a ranged attack roll hits you and the attack deals Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the damage you take from the attack by 1d10 plus your Dexterity modifier and your Fighter level. If you reduce the damage to 0, you deflect the attack harmlessly.

7th Level: Ghoststep

Your movements become too swift to contain and too fluid to predict.

Winddancer Stride

While you aren’t wearing armor or wielding a Shield, your Speed increases by 10 feet.

Slip Between Blades

On your turn, you can move through the space of any creature, regardless of its size.

A hostile creature’s space is Difficult Terrain for you, and you can’t willingly end your movement there.

After you enter a hostile creature’s space, that creature can’t make Opportunity Attacks against you for the rest of the turn.

10th Level: Rapture of Steel

Your awareness sharpens until the world slows and every motion becomes part of the dance.

As a Bonus Action, you enter a battle trance for 1 minute. The trance ends early if you have the Incapacitated condition.

When you enter the trance, you gain the benefits of the Dodge action until the start of your next turn.

While the trance lasts, you gain the following benefits:

  • You have Advantage on Dexterity saving throws.
  • Once on each of your turns when you hit with a weapon attack using Dexterity, the attack deals an extra 1d6 damage of the weapon’s damage type.
  • Your movement is unaffected by nonmagical Difficult Terrain.
  • Standing up from Prone costs you only 5 feet of movement.

You can enter this trance a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

15th Level: Whirling Death

One strike becomes the first step toward another.

Once on each of your turns, when you hit a creature with a melee weapon attack using Dexterity, you can immediately move up to 10 feet and make one additional melee weapon attack using Dexterity against a different creature.

This movement doesn’t provoke Opportunity Attacks from the creature you hit.

18th Level: Danse Macabre

Every perfect strike reveals another opening—and your dance is never finished after the first death.

When you make a melee weapon attack using Dexterity, a roll of 18–20 on the d20 is a Critical Hit.

In addition, once per turn when you score a Critical Hit with one of these attacks, you can immediately move up to half your Speed without provoking Opportunity Attacks.

If you end this movement within reach of a creature other than the target of the Critical Hit, you can make one melee weapon attack using Dexterity against that creature.

Previous Versions

Name Date Modified Views Adds Version Actions
8/17/2025 4:57:24 PM
5
0
1.0
Coming Soon
8/8/2026 5:43:30 PM
68
19
1.1
Coming Soon
Bladedancer — D&D 5.5E (2024 Rules) Image

Comments

Posts Quoted:
Reply
Clear All Quotes