Base Class: Fighter
Bladedancers can imbue their soul into weapons, their weapons are consider an extension of their body, a living thing that moves through the battlefield with grace and precision. But this power come with a great cost, their bodies are rot with intensity and their soul torn apart. Death forms a great part of their lives and is reflected in their style. They have learn to use this to their advantage manipulating the life force of their enemies.
Bladedancers style has been misunderstanding during many years, related to necromancy, it was long forbidden and pursue until the point of extinction. Now there are no many master of this technic alive, and those who do are hidden.
Soul Weapons
Starting at 3rd level, you can perform a ritual to imbue a weapon with your lifeforce. After 1 hour a melee weapon you are holding binds to you until you break it. You can bond as many weapons as attack you have in an action. Some weapons have special rules to be bonded:
- Light: You can bind to a single light weapon for free.
- Heavy: Heavy weapons count as two for the number of bonded weapons.
- Versatile and Two-Handed: Two-Handed weapons require to freehands to use them as do Versatile weapons.
- Throw: As part an attack you can move and throw the weapon to its range, if the weapon ends in more than your weapon range, it falls until you enter in range again
You lose 10 - Constitution modifier minimum of 1 hit points maximum for each weapon you have bonded. It can move to any point in 30ft. of you as part of an attack. It count as a melee weapon and the attack are affected by your conditions. The weapon has strength only to carry themself.
Death Upbeat
Starting at 7rd level, you learn to lend a bit of your lifeforce with each hit you made, as part of an attack you can leave a Death mark on the enemy, Death marks last for 1 hour, and you can lend up to your Constitution modifier marks. You recover all this Death marks when you finish a short or long rest.
As an action you can rend the marks, each creature with a mark in weapon range must succed on a Constitution saving throw DC 8 + Proficiency modifier + Constitution modifier or suffer 1d10 necrotic damage for each mark, half on succed, and heal for the same amount.
Death Melody
Starting at level 10th, you learn to extend the lend of your Death Marks through a special attack. You know 2 melodies, and one additional melodi at 15th and 18th.
As part of an attack you can choose a melody, but not two or more. The number of Death Marks active at the same time can be higher than two times your Constitution modifier.
- Adagio: You have disadvantage on your attack roll, on hit deal damage and lend a Death Mark.
- Accent: You must succed on a contested Strenght check agaisnt the target, on a succed roll an attack if it hits do damage and lend a Death Mark.
- Beat: You must succed on a contested Dexterity check agaisnt the target, on a succed roll an attack if it hits do damage and lend a Death Mark.
- Cadenza: You can spend two attacks to make a singular attack roll, on hit deal damage and lend a Death Mark.
- Concerto: Make an attack roll to an enemy, on hit deal damage and choose an ally in 10ft. of the weapon and lend a Death Mark in both, if theres no ally in range you lend no marks.
- Crezendo: On hit deal damage and lend a Death Mark, the weapon can't be use until the end of your next turn.
- Decrezendo: Take a minus five penalty to the attack roll, on hit deal damage and lend a Death Mark.
- Dolce: On hit ignore damage and lend a Death Mark.
- Sforzando: On hit deal damage and you must make a Constitution saving throw DC 12 + number of active Death Mark, on a succed lend a Death Mark, on a fail gain 1 point of exhaustion
- Tempo: As an action move your sword in the same space of an ally, he gains +2 AC to the start of your next turn, when an attack miss your ally lend a Death Mark.
Death Chord
Starting at 15th level, you learn to apply special effect while tearing the lifeforce of your enemy. When you use your action to rend Death Marks, you can chose to not do damage and afflict the condition instead. If the chosen creatures miss their save, you can spend any number of marks on the target to afflict one of this effects until the end of your next turn:
- 2 Death Marks: Blindness, Deafness, Frightened or Knock prone.
- 3 Death Marks: Charmed, Stunned.
- 5 Death Marks: Paralize.
Also, your weapon range is increased to 60ft. and the damage of the rend is increased to 1d12 necrotic.
Death Melody: Finale
Starting at level 18th, you can choose a number of creatures equal to the number of weapon bonded to you with Death Marks. Each creature suffer 2d12 for each mark and inmediatly suffer a effect for the Death Chord if it has enought marks, both the damage and the effect have no saving throw.
You gain 1 point of exhaustion and it can be use again until you finish a long rest.