Base Class: Fighter
A Sword Dancer has trained in the lethal art of sword dancing to deal additional attacks and lead their opponent into dropping their defenses.
Dance Student
You gain proficiency in Performance
Third Position
Starting at 3rd level, if you are not wearing heavy armor or armor that imposes disadvantage on stealth Roles and a light melee weapon is equipped in each hand, when you use your bonus action to attack with the two-weapon fighting feature, you gain an additional bonus action that cannot be used to attack.
Dance Maneuvers
When you choose this archetype at 3rd level, you learn dance maneuvers that are completed by expending Dance Maneuver slots.
Dance Maneuvers. You learn two dance maneuvers of your choice, which are detailed under “Dance Maneuvers” below. Many dance maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn one additional maneuver of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Dance Maneuver Slots. You have dance maneuver slots equal to your Proficiency Bonus. A dance maneuver slot is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Charisma modifier
Dance Maneuvers
The dance maneuvers are presented in alphabetical order.
Disarming Maneuver
When you hit a creature with a weapon attack, you can expend one dance maneuver slot to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Evasive Footwork
When you move, you can expend one dance maneuver slot and add your Charisma Modifier to your AC until you stop moving.
Feinting Step
You can expend one dance maneuver slot and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature next turn.
Lunging Step
When you make a melee weapon attack on your turn, you can expend one dance maneuver slot to increase your reach for that attack by 5 feet.
Menacing Maneuver
When you hit a creature with a weapon attack, you can expend one dance maneuver slot to attempt to frighten the target. The target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Parry
When another creature damages you with a melee attack, you can use your reaction and expend one dance maneuver slot to reduce the damage by your Dexterity modifier + Charisma modifier.
Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one dance maneuver slot to make a melee weapon attack against the creature.
Sweeping Step
When you hit a creature with a melee weapon attack, you can expend one dance maneuver slot to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to Charisma modifier. The damage is of the same type dealt by the original attack.
Tripping Step
When you hit a creature with a weapon attack, you can expend one dance maneuver slot to attempt to knock the target down. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Perfect Rhythm
Starting at 7th level, when you make two Attacks with the Attack action, you can make an additional attack with a light melee weapon you are holding in the other hand when you use your bonus action to attack with the two-weapon fighting feature.
Attitude
Starting at 7th level, The Third Position feature is no longer restricted to light weapons if they have the finesse attribute and you have the Dual Wielder feet.
Perfect Timing
Starting at level 10, When you take an opportunity attack, you can attack with you offhand weapon as well.
Dance Partner
Starting at level 15, as a reaction, you can change places with an ally within 15 feet of you when they are targeted by an attack and become the target of the attack in their stead. You can only use this feature once per short rest.
Defensive Dance
You can add your Performance Modifier to Dexterity Saving Throws.
8-Count Attack
Starting at level 18, when you make additional Attacks with the Attack action using the Extra Attack features, you can make equal additional attacks with a melee weapon you are holding in the other hand using your bonus action to attack with the two-weapon fighting feature.
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