Fighter
Base Class: Fighter

To blade dancers, the sword is more than a weapon - it is an ally, a friend, a spirit companion. Viewing combat as art, a deadly dance, blade dancers are prone to singing in battle. Blade dancers tap powerful magical energy through a combination of martial prowess and magical study, gaining phenomenal acrobatic ability and the ability to enchant their blades in combat.

Dancer's Grace

Beginning when you choose this archetype at 3rd level, you gain proficiency in acrobatics, or in another Fighter skill if you are already proficient.  You add double your proficiency bonus to acrobatics checks.

Additionally your jumping distances are increased by a number of feat equal to your Dexterity Modifier. 

Blade Dance

Starting at 3rd level, as long as you are not wearing Medium or Heavy Armor or using a shield, you can focus on the flow of combat and weave your dance through the chaos. As a bonus action on your turn, you begin to concentrate on the dance (as if concentrating on a spell), while this feature is active, you gain the following benefits:

  • Your Walking speed is increased by 10 feet
  • You add your Charisma Modifier to your Armor Class, when you start the dance and as a bonus action on your turn you can transfer this bonus to your attack rolls, damage rolls, or back to Armor Class
  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Ride the Wind

Starting at 7th level, you gain resistance to fall damage and increase your walking speed by 10 feet, if you jump at least 10 feet towards a creature on your turn before making an attack you gain advantage on that attack.

additionally while concentrating on your Blade Dance you gain a fly speed equal to your walking speed, although you must end each turn on the ground or fall normally 

Enchanting Performance

At 10th level, You gain the ability to manipulated magic as a part of your deadly dance.  While Concentrating on your Blade Dance your weapon gains one of the following enchantments.

Defending - you can choose to take up to a -3 penalty to your attack rolls this turn. If you do you gain Armor Class equal to the exact value of the penalty 

Flaming, Frost, or Shock - add 1d6 of the appropriate elemental damage to your weapon damage

Keen - your weapon attacks score a critical hit on a roll of 19 or 20.

Additionally you gain advantage on saves to maintain concentration during your Blade Dance.

Dancer's Precision

Starting at 15th level, your stamina is unending, if you have no remaining uses of Blade Dance when you roll initiative you regain one use.

You also gain more enchanting options, you can choose one of these enchantments in addition to the enchantment granted by Enchanting Performance;

flaming burst, icy burst, shocking burst - when you roll a critical hit with a melee attack you add 2d10 of the appropriate elemental damage

wounding - creatures you hit with this weapon cannot heal until the end of your next turn.  If you roll a critical hit the target takes an additional 1d4 necrotic damage at the start of each of it's turns until it uses an action to remove this effect.

Flawless Performance

Starting at 18th level, Your Relentless pursuit of perfection allows you to maintain the flow of the dance even on deaths door.  You automatically succeed on checks to maintain concentration of your Blade Dance.

You may change your Charisma Bonus granted by Blade Dance as an object interaction

When entering you Blade Dance choose one of the following options in addition to the other enchantments;

Speed - You can make an additional attack with this weapon as a bonus action

Resilient - You gain a bonus to all saving throws equal to your Charisma Modifier.

 

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