Fighter
Base Class: Fighter

Blade Dancers put the “Style” in “Fighting Style”. These Fighters learned to mix their passion for dancing with the art of the blade. They use their dazzling performances to daze their foes and aim for the killing blow when they create an opening. They are also masters of disguise and acting, making it much easier to hide from their pursuers in plain sight.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with Disguise kits or a musical instrument (Your choice). You also gain proficiency in the Performance skill.

Elegant Strikes

Starting at 3rd level, when making an attack roll, in addition to your Dexterity and proficiency modifier, add your Charisma modifier.

Bonus Maneuver

At 7th level, your dazzling fighting style becomes a distraction to your foes. You learn the Distracting Strike battle maneuver. 

Maneuvers. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. 

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest

Flames of Passion

Performing is your life, so much so that it sets your heart ablaze. Starting at 10th level, you can use your bonus action to engulf your weapon in your flames of passion that last for 1 minute or until you succeed on an attack roll. The flames emit a bright light in a 5 foot radius and dim light for another 5 feet. On a hit, you deal an additional 1d8 fire damage to the target. Regardless of a hit or miss, you can choose to teleport 20 feet in any direction as your flames cause the perfect distraction for a swift escape. 

Alternatively, you can choose to brighten your flames and attempt to blind your foes. Any target within 5 feet of you must succeed in a constitution saving throw or be blinded until the end of your next turn. The DC is equal to 8 + your proficiency bonus + your Charisma modifier. 

You can use the Flames of Passion feature a number of times equal to your Charisma modifier. You regain all expanded uses after a long rest.

Quick Feet

Starting at 15th level, your feet are trained for the unexpected. You are immune to being knocked prone.

Dancer’s Exuberance

Starting at 18th level, your excellent performances bring life to you or your allies. Whenever you land a critical hit, you can choose yourself or a creature within 30 feet of you that can see you. Your target gains hit points equal to 2d6 + your Charisma modifier.

In addition, your weapon attacks score a critical hit on a roll of 19 or 20.