Base Class: Fighter
You have adapted your skills and techniques as a fighter to better maneuver around the battlefield and have practiced the arcane arts in order to empower your weapons, hinder your foes, and move with grace.
Agile Swordsman
Upon choosing this Martial Archetype at 3rd level, you gain proficiency in Dexterity Saving Throws. If you are already proficient with Dexterity Saving Throws, you may either choose one other saving throw you are not proficient in and gain proficiency in it or you may choose a dexterity-based skill you are not proficient in and become proficient in it.
Dancer's Magic
Upon choosing this Martial Archetype at 3rd level magical energy begins to awaken within you, granting you access to specific spells at 3rd level and again every two levels up to 17th level.
When you unlock new spells they are always considered prepared.
Restrictive Magic
All single-target spells you cast that target allies can only be cast on yourself. Spells that target multiple allies still effect them as long as they are close enough based on the spell's range.
Spell Slots
You gain spell slots equal to your blade dancer level + 1 per level. Your spell slots do not have levels. Instead, to cast spells as a blade dancer, you must use spell slots equal to the spell's level. You can regain spell slots by taking a long rest.
Spellcasting Ability
Wisdom is your spellcasting ability for your dancer spells, since your magic draws upon your inner powers. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a dancer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus
As a Blade Dancer, your sword(s) are considered to be your spellcasting focus for blade dancer spells.
Spells
At 3rd level, you gain access to the Blade Ward and Sword Burst cantrips.
At 5th level, you gain access to the Booming Blade and Green-Flame Blade cantrips.
At 7th level, you gain access to the Feather Fall, Jump, and Longstrider spells.
At 9th level, you gain access to the Ensnaring Strike, Expeditious Retreat, and Hunter's Mark spells.
At 11th level, you gain access to the Zephyr Strike, Blur, Flame Blade, and Shadow Blade spells.
At 13th level, you gain access to the Misty Step, Spider Climb spells, and Blink spells.
At 15th level, you gain access to the Conjure Barrage, Elemental Weapon, Flame Arrows, and Lightning Arrow spells.
At 17th level, you gain access to the Thunder Step, Water Walk, and Dimension Door spells.
At 20th level, you have unlocked all of your inner power as a Blade Dancer. You gain access to the Conjure Volley, Steel Wind Strike, Blade Barrier, and Wind Walk spells.
Speed Demon
Upon reaching 7th level, your movement speed is increased by 5 feet. Additionally, teleportation spells can teleport you additional feet equal to 1/4 (rounded down) of the original distance.
Quick Recovery
Starting at 10th level, you gain proficiency in acrobatics if you are not already proficient. Additionally, whenever you miss a melee attack within 5 feet of a target, you can use your reaction to move up to half your movement speed away from the target.
Bound Blades
At 15th level, any magical swords that you summon last three times as long and do not disappear when you let go of them. You can summon bound weapons back to your hands as an additional bonus action.
Avatar of the Dancer
Upon reaching 18th level, you can assume the form of the Avatar of the Dancer. While in this form, you can hold up to four weapons at once and can attack with them similarly to dual weapon fighting. While in this form, 3rd level or lower spells do not consume spell slots and you can dual cast any 1st level or lower spells using a single action.
This form lasts up to 10 minutes and will cause the user severe pain, dealing 2d8 damage at the end of each of the user's turns. Upon leaving this form, the user enters a stasis during their next turn in order to recover from the form's power.
After this form has been used, it cannot be used again until after you complete long rest.
Previous Versions
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2/4/2019 10:29:19 PM
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10/18/2019 8:29:26 PM
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11/7/2019 2:16:42 PM
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