Base Class: Fighter
Born from battlegrounds in the tunnels, caves and the mines of the far North and within the 'Underdark, Knife Dancers are Masters of fighting in tight, constrained spaces. These skills can be used in any environment, but the practitioners of this art prefer to stay and be in close combat.
The Knife Dancer relish close infighting and they are trained to be incredibly effective at hand to hand fighting with both Daggers and Long Daggers (Saex).
Though as a fighter they may use other weapons styles and forms, the features of the Knife Dancer subclass are only usable when they are using Daggers to fight
The Knife Dancer has the following limitations and prerequisites.
To use the subclass specific techniques they are limited to Light Armor only and must have the Two Weapon fighting style.
All Subclass bonuses are for Melee use of Daggers.
Ranged use of Daggers is still available, but do not get the bonuses unless specifically stated in the Feature description
Infighting Specialist
At 3rd Level the Knife Dancer gains the ability to fight and defend with weapons in both hands, effectively making the Daggers they use both an attack and defensive weapon.
They gain the Dual Wielder Feat that allows them to use their preferred weapons in this fashion.
In addition, your abilities in Melee increase as you gain levels, making it easier to both hit and do damage at higher levels when using Daggers in Melee combat
Improved Defense
Beginning at 3rd Level the Knife Dancer may add to their Armor Class for 1 minute as a bonus action when Dual Wielding Daggers.
They may use this Bonus Action 3 times per Long Rest.
This bonus to AC is based upon the Knife Dancers level -
+1 at 3rd
+2 at 11th
+3 at 19th
Targeted Attack
Starting at 3rd Level when the Knife Dancer has Advantage in combat they may declare one of their attacks in a round to be a Targeted Attack.
This declaration has to be made before the Attack Resolution has been decided. This feature can be used for both Melee and Ranged attack when using Daggers
Initially at 3rd level the Targeted Attack does an additional 2d4 damage if successful.
This scales as you gain in levels
3rd - 2d4 Additional Damage
8th - 3d4 Additional Damage
13th - 4d4 Additional Damage
18th - 5d4 Additional Damage
Wounding Strike
At 7th Level the Knife Dancer inflicts a Wounding Strike whenever they make a Critical hit on a target that can Bleed
This Wounding Strike causes the opponent to make a CON Saving Throw DC 15 or be affected by Bleeding. A successful save causes no additional Damage or Effects
While this Bleeding is in effect the Target takes an additional 1d4 damage at the beginning of each of their Turns. This loss of HP continues until the Bleeding is stopped, either by a successful CON save, Magical Healing, the application of a Healing Kit or by the Binding of Wounds (Successful Healing Skill Check)
If the effected Target falls unconscious the Bleeding will continue, causing a Failed Death Save each round until stopped.
Note - This additional damage can Stack and multiple bleeding wounds may be inflicted upon a single creature
The Bleeding Damage increases to 2d4 at 13th Level, 3d4 at 18th level
The Save DC increases to 16 at 14th level, 17 at 19th level
Rapid Engagement
At 10th Level the Knife Dancer gains Rapid Engagement.
With this ability if they begin their turn within 50 feet of an opponent they may move to engage while retaining all of their abilities to attack and other Actions, Bonus Actions and Reactions.
This takes the place of their normal movement during this turn.
If they pass within Melee Range an opponent during this movement and do not Engage, a normal Attack of Opportunity may occur against the Knife Dancer
Enhanced Attack
Beginning at 15th level the Knife Dance may use this ability to impose Conditions on a target if the target is successfully hit by either a Ranged or Melee attack
This ability can be used 4 times per Long or Short rest, increasing to 5 at 19th Level
NOTE - When Enhanced Attack is Declared Opponents gain Advantage until the beginning of the next Knife Dancer Turn on Attacks targeting the Knife Dancer
This Advantage includes all Ranged. Melee and Spell Attacks
Name of Attack
Stunning Strike - On a successful Ranged or Melee attack the Target takes no damage but must make a CON DC 15 save or be Stunned until the end of their next turn
Pinning Strike - On a successful Ranged or Melee attack the Target takes no damage but must make a DEX DC 15 save or be Restrained until the end of their next turn
Knock Down Strike - On a successful Melee attack the Target takes no damage but must make a STR DC 15 save or be Prone until the end of their next turn
Blinding Strike - On a successful Ranged or Melee attack the Target takes no damage but must make a DEX DC 15 save or be Blinded until the end of their next turn
Knock Out Strike - On a successful Melee attack the Target takes no damage but must make a CON DC 15 save or be Unconscious for 1 minute.
Those Affected may retry Saves at the end of each turn
Chain Attack
At 18th level a knife dancer may move and immediately attack an opponent within 15 feet of their current position if they have defeated or incapacitated (knocked Unconscious) an opponent in their current turn. They may only do this if they are not actively engaged in their current position.
They can make this attack even if they have used all their actions that turn.
This chain attack can continue as long as they kill or incapacitate in some fashion their current opponent and are not actively engaged. If they are currently engaged (an opponent is within their Melee Range) they cannot take this action
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