Fighter
Base Class: Fighter

This fighting style was developed by the slaves of an ancient civilization as a way to both entertain and fight for their masters while dual wielding a pair of scimitars. It is now used as the primary fighting style for the royal guard and most of the army of a particular desert kingdom.

Unarmored Defense

3rd-level Blade Dancer feature.

While dual-wielding bladed melee weapons and not wearing armor, your AC equals 10 + your dexterity modifier + your charisma modifier.

Dancing Blades

3rd-level Blade Dancer feature.

You can use your bonus action to create a distraction. Any creature within 15 feet that can see you must make a Wisdom saving throw (DC 10 + your Charisma (Performance) modifier) or they will become distracted and have disadvantage to hit any creature other than you until the start of your next turn.

Bonus Proficiency

3rd-Level Blade Dancer feature.

You gain proficiency in the Charisma (Performance) skill.

Graceful Footwork

7th-level Blade Dancer feature.

Your footwork makes more agile and evasive. You have advantage on saving throws against being grappled or knocked prone, and whenever you stand up from prone, it only costs you 5 feet of movement.

Distracting Flourish

10th-level Blade Dancer feature.

If you miss your first attack on your turn against a creature that can see you, you can choose to flourish the blade, creating a brief distraction, and grant yourself advantage to hit for your next attack against the same creature.

Danger of the Dance

15th-level Blade Dancer feature.

Your movement becomes constant and fluid. Whenever a creature makes an attack against you, you can use your reaction to choose to either impose disadvantage to hit or make an attack of opportunity against the creature. You can use this feature a number of times equal to half of your dexterity modifier, rounded down, per long rest.

Spinning Blades

18th-level Blade Dancer feature.

You can use your movement speed to become a whirling dervish of blades. When you take an attack action, you can either target up to two creatures within 5 feet of your with every attack for the rest of your turn or make two additional attacks against a single target. At the end of your turn, any creature you hit must make a Dexterity saving throw (DC 10 + your Dexterity modifier + your Proficiency modifier) or they will be knocked prone. You can use this feature twice per short rest.

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