Base Class: Fighter
Many warriors rely on the power of the blade, but none like those who study the Bladedancer’s Dance. Elegancy, Precision and inner fire fuel these dancers on the battlefield, fighting with the speed and elegancy that we see in dancing theaters.
Elegance of the dance
At 3rd level, you learn to move more elegantly and faster. You can now use Dash action as a bonus action. Dexterity is now used for jump or long jump.
Bladedancer’s Choregraphy
At 3rd level, you must choose one equipped weapon from the following list to choose to be your dancing weapon: longsword, rapier, scimitar, shortsword, dagger. Now your dancings weapon act as a part of your body, moving elegantly on his own around you. No rules are modified by this.
Bladedancer's Dance
Upon reaching 3rd level due to your intense training with your dancing weapons, all your weapons are dancing weapons and gains the Finesse property if it does not already have it, when you are attacking with a dancing weapon you add +1 on the damage rolls you make with them.
Bladedancer's Reflexes
As a dancer you need to stay light to dodge more strikes, if you have no armor and no shield your AC = 10+ dex modifier + charisma modifier
Dancing steps
When you choose this archetype at 3rd level, you learn dancing steps that are fueled by special dice called step dice.
Dancing steps. You learn three Dancing step of your choice, which are detailed under “Dancing steps” below. Many dancing steps enhance an attack in some way. You can use only one dancing step per attack.
You learn one additional step of your choice at 7th, 15th, and 18th level. Each time you learn new step, you can also replace one dancing step you know with a different one.
Step Dice. You have five step dice, which are d8s. A step die is expended when you use it. You regain all of your step dice when you finish a short or long rest.
You gain another step dice at 7th level and one more at 15th level and one more at 18th level.
Saving Throws. Some of your dancing step require your target to make a saving throw to resist the dancing step's effects. The saving throw DC is calculated as follows:
Dancing steps save DC = 8 + your proficiency bonus + your Dexterity modifier (your choice)
Arabesque
When you are hit with an attack, you can use your reaction to do an Arabesque and expend a step die to empower your next attack damage roll with the result of the die.
Free spin
When another creature damages you with a melee attack, you can use your reaction and expend one step die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier and you do a free spin.
Front Aerial step
When you hit a creature with a melee weapon attack, you can expend one step die to do a front aerial step and 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 the number you roll on your step die. The damage is of the same type dealt by the original attack.
Grapevine step
When a creature damages you with a melee attack, you can expend one step die to attempt to move 5 feet and attempt an attack on a creature.
Kick step
When a creature misses you with a melee attack, you can use your reaction and expend one step die to make a melee weapon attack against the creature. If you hit, you do a kick step towards the creature and add the step die to the attack’s damage roll.
Moonwalk
When you attack a creature, you can expend one step die, rolling the die and move backwards the result of the step die while doing the moonwalk
Robot dance attack
When you hit a creature with a weapon attack, you can expend to perform an attack while robot dancing to one step die to attempt to stun the target . You add the step die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target is stunned until your next turn.
The Chasse Blade
When you make a melee weapon attack on your turn, you can expend one step die to increase your reach for that attack by 5 feet. If you hit, you add the step die to the attack’s damage roll. The attack is considered a 'Ranged' Attack and will inflict magic damage. You do the Chasse step while attacking that means you move 5 feet closer to the ennemy(if possible) then go back to where you were.
The Dougie
When you hit a creature with a weapon attack, you can expend one step die to do a small dance with your hands, empowering your next attack damage with the result of the step die rolled.
The Floss attack
When a creature you can see moves into the reach you have with the melee weapon you chose as a dancing weapon, you start to move your body stangely that it distract the foe and permit you to make one attack against the creature, using that weapon. If the attack hits, add the step die to the weapon’s damage roll.
The Gancho hook
When you hit a creature with a weapon attack, you can expend one step die to grapple a creature. No dexterity check is needed. The grappled effect last until your next turn. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Thunderclap
When you make a weapon attack roll against a creature, you can perform a thunderclap dance move to expend one step die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Two step
When you’re within 5 feet of a creature on your turn, you can expend one step and do the two-step move to walk accros the space the creature is. This movement doesn’t provoke opportunity attacks.
Roll the step die. Until the start of your next turn, you gains a bonus to AC equal to the number rolled.
Weapon Profiency
When you reach 7th level, you have learned how to effectively master a new weapon. Choose 1 profiency from this list : Rapier, Scimitar, Shortsword, Sickle, Longsword, Whip, Dart, Glaive, Greatsword. You add a new weapon to your dancing weapon list.
Dart
Dart
Glaive
Glaive
Greatsword
Greatsword
Longsword
Longsword
Rapier
Rapier
Scimitar
Scimitar
Shortsword
Shortsword
Sickle
Sickle
Whip
Whip
Precision of the Dancer
When you reach 7th level, you have learned how to deal more damage with your strikes. When attacking with one of your Dancing weapons, you add your Proficiency Bonus to your damage. Your strikes with your Dancing weapon also now count as magical and ignore resistance to piercing and slashing damage done with them.
Improved dancing steps
At 10th level, your step dice turn into d10s. At 18th level, they turn into d12s.
Feets of the dancer
When you reach 10th level, you have learned how to move and act faster with your dancing weapons. When wielding one of your Dancing Weapon you have a +10 to your movement speed.
Fury of the Choregraphy
Upon reaching 15th level you have learned how to masterfully use your Bladedancer’s Choregraphy to control the area around you. Activating this ability takes an Action, and all enemies within a 5ft radius of you must make a Dexterity Saving Throw equal to 8 + your Dexterity Modifier + your Proficiency Bonus as you eloquently dance around the battlefield and move in a fast blur. On a failed save they take 5d8 piercing damage, and on a successful save they take half that much damage only. Once you use this feature you can’t do so again until you have completed a long rest.
Improved dancing steps
At 18th level, your step dice turn into d12s.
Blade Dancer Rhythm
Gain a bonus to your Initiative equal to your Dexterity modifier. Additionally, you gain a +2 bonus to Acrobatics skill.
Accuracy of the Dancer
At 18th level , you have learned how to make your attacks more accurate, allowing you to score a critical strike on a 18-20 when attacking with one of your Dancing Weapon.