Base Class: Wizard
The Dancer, a profession that involves unique and calculated movements that culminate into a performance that can steal the breath away from even the most seasoned adventurer. Never before has this art been fused with the study of both the arcane and swordsmanship; this rare combination can create a lethal display that also carries the beauty of the experienced dancer. Where a wizard may study all their life to learn mastery of their spells, a Blade Dancer spreads their focus to a variety to fields to find practical applications to their magic.
Training the Body and Mind
When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.
You also gain proficiency in the Performance skill if you don’t already have it.
Magical Momentum
At 2nd level you your knowledge of your body and how you twist the weave with it has deepened greatly. You can use your body and its movements as your Spellcasting Focus worth as much as your clothing is worth. Additionally while you are wearing no armor and not wielding a shield, your AC equals 13 + your Dexterity modifier.
Swift Dancer's Grace
Starting at 6th level, your dances have become more advanced and your magic has come along with it; with these advancements you have begun the path of integrating the body, mind and skill. You gain the following moves:
Twirling Succession
When you use the attack action to make a weapon attack and successfully hit on that attack action, you can make an additional weapon attack against that target, as part of the same action.
Magician's Riposte
When you are struck with an attack you may use your reaction, to make a weapon attack against the target. On hit, the damage is reduced by 1d4, 2d4 at 7th level, 3d4 at 13th level, and 4d4 at 19th level.The target takes force damage equal to your intelligence modifier, as magic blasts from your blade.
Enchanting Blade Arts
Beginning at 10th level, you can direct your magic into your blade to create special magical infusions. You may choose two arts from the list below. The Enchanting BladeArts are presented in alphabetical order. You can use this feature equal to your Intelligence modifier (minimum 1).
Blade of Speed
As a bonus action, you enchant your blade with the speed of the tabaxi. You can make one attack with it as a bonus action on each of your turns. This effect lasts for 2 rounds, after which it returns to being a normal sword.
Dancing Blade
You link your blade to your soul and control it with your rhythmic movements.As a bonus action to toss your sword into the air and the sword begins to hover, flies up to 15 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.
While the sword hovers, you can use a bonus action to cause it to fly up to 15 feet to another spot within 15 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. This effect lasts for 2 rounds, after which the blade returns to your hand.
Flame Blade
You infuse the blade with the power of the passionate fire that burns within you. When you hit with an attack using your sword, the target takes an extra 1d6 fire damage. In addition, while you hold the sword, you have resistance to cold damage.This effect lasts for 2 rounds, after which it returns to being a normal sword.
Frost Blade
As a bonus action, you infuse the blade with the power of the endless winter. When you hit with an attack using your sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. This effect lasts for 2 rounds, after which it returns to being a normal sword.
Arcane Dance of Blades
Starting at 14th level, your study of magic and your body has crescendos in the creation of special dances that release the great arcane power that lies deep inside.
Whirlwind of Blades
As an action, you can expend a 7th level spell slot to lunge forward 15 feet in a straight line. Each creature in the line must make a Dexterity saving throw. A creature takes 4d6 magical weapon damage and 8d6 force damage on a failed save, or half as much damage on a successful one. You deal an extra 1d6 of each type for each slot level above 7th.
Arcanist's Shielding Tango
When you use the attack action to make a weapon attack, you can expend a 6th level spell slot to impose disadvantage on all attack rolls against you and giving you advantage on all saving throws till the beginning of your next turn.
Previous Versions
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7/29/2019 4:43:07 AM
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3/26/2022 7:55:31 AM
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