Base Class: Fighter
To blade dancers, the sword is not just a weapon; it is an ally, a friend, a spiritual guide. Viewing combat as art, a deadly dance, blade dancers are prone to singing in battle until their last breath. Blade dancers tap into ancient techniques through a combination of martial prowess and careful study, gaining phenomenal acrobatic ability and deadly skills.
(Prequisite: Dueling Fighting Style)
Master Swordsman
Beginning when you choose this archetype at 3rd level, your dueling bonus damage can be added even if you are holding the weapon with both hands but only if the weapon is a blade and doesn't have the heavy property. Additionally, any blade you wield gains the versatile property if it doesn’t already have it and its damage dice while holding it with both hands increases like other versatile weapons; for example if you are wielding a scimitar with both hands the damage increases from 1d6 to 1d8.
Dancing Sword
When you choose this archetype at 3rd level, you learn dances that are fueled by a special force called fighting spirit points.
Dances. You learn three dances of your choices, which are detailed below. You can only have one of this dances active at a time. You can end a dance at any time or as you activate a new one.
You learn one additional dance of your choice at 7th, 10th and 15th level.
Fighting Spirit Points. You have a number of fighting spirit points equal to 1 + your Wisdom modifier. A fighting spirit point is expended when you activate one of your dances. You regain all of your expended fighting spirit points when you finish a long rest.
Saving Throws. Some of your dances require your target to make a saving throw to resist the dance’s effects. The saving throw DC is calculated as follows:
Dance save DC = 8 + your proficiency bonus + your Wisdom modifier.
Autumn Dance
As the autumn breeze your movement around enemies is rapid and graceful. You can activate this dance as a bonus action on your turn gaining its effects for 1 minute:
- After using your action to make a melee weapon attack, you can take the dash action as a bonus action. If a creature that you damaged that turn makes an opportunity attack against you it has disadvantage. If the attack fails, the creature must make a successful Strength saving throw or be knocked prone.
- When a creature within your range starts its turn prone, you can make a single melee weapon attack as a reaction. If the attack hits you can add your proficiency bonus + Wisdom modifier to the damage roll.
Equinox Dance
You reach a state of mind of perfect balance. You can activate this dance as a bonus action on your turn gaining its effects for 1 minute:
- You gain a bonus to saving throws equal to your Wisdom modifier.
- You gain immunity to being charmed or frightened. If you are under the effect of one of this conditions when you activate this dance, you can roll again to save with advantage. On a failure, you can't activate this dance.
- When you take damage, you can use your reaction to reduce the damage taken by an amount equal to your proficiency bonus + Wisdom modifier.
Solstice Dance
You know and move between opposite ends. You can activate this dance as a bonus action on your turn gaining its effects for 1 minute:
- As a reaction to being hit by an attack, you can choose to become vulnerable to that attack. If you do, you can immediately make one melee weapon attack with advantage against that creature. If the attack hits you can add the extra damage you took from the vulnerability + your Wisdom modifier to your own damage roll. If the creature dies or drops to zero hit points with that attack, you get that same bonus on your next damage roll.
Spring Dance
Your strikes flourish in the battlefield like wildlife in the forest. You can activate this dance as a bonus action on your turn gaining its effects for 1 minute.
- After you take the dodge action and until the start of your next turn, if a creature fails an attack against you, you can use a reaction to disarm that creature. You can take this reaction a number of times equal to 1 + Wisdom modifier (a minimum of 1). The target must make a Strength saving throw. On a failed save, it drops the weapon it was attacking with and takes slashing damage equal to your proficiency bonus + Wisdom modifier. The weapon lands 10 feet away from you, in a direction you choose. If the creature has more attacks left that turn, they can't be done with that weapon.
- Whenever a creature fails an attack against you it gains a -1 to its attack rolls against you, and you gain a +1 to damage rolls against it. This effects last until the Spring Dance its over.
Summer Dance
Like fire, your attacks are rapid and unpredictable. You can activate this dance as a bonus action on your turn gaining its effects for 1 minute:
- You can replace one of your attacks per turn to use this skill. A hot and violent cutting wind forming a line 30 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. Roll damage for an attack with the weapon you are wielding. A creature takes your weapons damage + your Wisdom modifier + your fighter level, on a failed save, or half as much damage on a successful one.
- The first time you roll for an attack against a creature on your turn, you can roll an insight check against an intimidation or deception check made by the target creature. If you win you have advantage on every attack made against that creature until the start of your next turn.
Winter Dance
Your unparalleled skills, knowledge and cold analysis give you an edge over the enemies overall constitution. You can activate this dance as a bonus action on your turn gaining its effects for 1 minute:
- When a creature that you have already damaged in this combat makes an attack against you, you can add your Wisdom modifier to your AC for those attacks.
- If a creature you damaged in this combat fails an attack agains you, you can immediately use your reaction to make a melee weapon attack agains it. If the attack hits, you can add your Wisdom modifier + fighter level to the damage roll.
- When a creature you already wounded with a melee weapon attack starts its turn within 30 feet of you, you can use your reaction to analyze it. When you analyze a creature you learn its proficiencies and resistances and immunities.
Searching Sword
At 7th level, you learn how to direct a missed attack towards a new target. When you make a melee attack roll and miss, you can use a bonus action to reroll the attack roll against a different target within 5 feet of the original target.
Ruthless Sword
At 10th level, you learn how to make your weapon strikes undercut a creature’s defenses and resistances. When you hit a creature with a melee weapon attack, that creature has disadvantage on the next saving throw it makes against a dance skill you perform before the end of your next turn. Additionally if the creature has resistance to your weapon's damage type, you can forgo that for the next dance you perform against that creature.
Tireless Sword
Starting at 15th level, when you roll initiative and have no fighting spirit points remaining, you regain one point.
Four Seasons Dance
Starting at 18th level you can use your action to enter this graceful dance.
- First, choose a direction in wich you will move in the blink of an eye, even through enemy space. You must use all the movement you have left in a straight line and end it in an empty space or be knocked prone into the nearest one.
- While you move in that straight line, you can make a single melee weapon attack against every creature in that trajectory or in range of it.
- You can add your Wisdom modifier to the attack and damage rolls made using this dance.
- If a creature you where able to hit during the Four Seasons Dance, makes an opportunity attack agains you, it has disadvantage on the attack.
- If this attack instead target only one creature up to one size bigger than you, you can attack the creature until you fail an attack roll. The first attack has no penalties but for every landed hit, you gain a -1 to your attack rolls until the end of your turn.
- All damage dealt to you or the creatures is calculated and applied after you stop moving.
- You can use this feature once between short rests.
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