Base Class: Wizard
This subclass is a modified version of the Bladesinger for the Wizard.
Bladedancer Expanded Spell List
The following spells are added to the wizard spell list for you upon reaching the appropriate level.
2nd level --> Wrathful Smite, Zephyr Strike
3rd level --> Branding Smite, Flame Blade
5th level --> Blinding Smite, Crusader's Mantle
7th level --> Fire Shield, Staggering Smite
9th level --> Banishing Smite, Circle of Power
Rhythm of War
When you adopt this tradition at 2nd level, you gain proficiency with light armor and Shortswords, Longswords, Rapiers, and Scimitars. You can use these weapons as a spellcasting focus for your wizard spells.
You also gain proficiency in the Performance skill if you don't already have it.
The Bladedance
Starting at 2nd level, you can invoke a secret technique called the Bladedance as a bonus action. While your Bladedance is active, you gain the following benefits if you aren't wearing medium or heavy armor or using a shield:
- You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1) .
- Your movement speed increases by 10 feet.
- You have advantage on Dexterity (Acrobatics) checks.
- You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
Your Bladedance lasts for 1 minute. Your Bladedance ends early if you are knocked unconscious, become incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a single weapon. You can also choose to end your Bladedance at any time, no action required.
You can use this feature a number of times equal to your proficiency bonus and regain all uses when you finish a long rest.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Song of Celerity
Starting at 6th level, whenever combat stirs, you can act unnaturally fast. Whenever you roll for initiative and aren't surprised, you can choose to immediately enter your Bladedance.
In addition, whenever you make a melee attack against a creature, they cannot make opportunity attacks against you for the rest of your turn.
Waltz of Wonder
Starting at 10th level, while your Bladedance is active, at the start of each of your turns you gain a number of temporary hit points equal to your Intelligence modifier (minimum 1).
These temporary hit points are lost when your Bladedance ends, you become incapacitated, or are knocked unconscious.
(Reminder that temporary hit points don't stack and are replaced with the higher value whenever you gain more temporary hit points.)
Rhythmic Riposte
Starting at 10th level, while your Bladedance is active, when a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against that creature. This attack gains a bonus to its attack and damage rolls equal to your Intelligence modifier.
You can only use this ability an amount of times equal to 1 + half your proficiency bonus (rounded down) before needing to complete a short or long rest.
Dance of Defiance
Beginning at 14th level, you can direct your magic to absorb damage. Whenever you take damage while your Bladedance is active, you can use your reaction to expend one spell slot and reduce the damage you take by an amount equal to five times the spell slot's level.
After the damage reduction occurs, you can redirect the absorbed energy to the creature that dealt you damage. The creature must make an Intelligence saving throw against your spell save DC or take psychic damage equal to the amount of damage that was reduced by the expended spell slot + your Intelligence modifier or half as much damage on a successful save.
The redirection of absorbed energy may only be used a number of times equal to your proficiency bonus per long rest. The reduction of damage from expending spell slots however, has no limit on its number of uses.
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