Base Class: Fighter
The Slash Dancer flies around the battlefield with light, swift movements. They can dash through opponents in the blink of an eye, leaving a fatal wound upon every enemy they cross paths with. Imbued with the powers of wind and lightning, Slash Dancers are able to electrocute or displace enemies, locking them in place or knocking them aside. If an enemy ever escapes one of these whirlwinds of steel alive, they will know better than to cross their paths again.
Dashing Strike
When you take this subclass at 3rd level, you gain the ability to attack enemies as you move through them. While taking the movement action, you can take the attack action to break up your movement when you are within range to hit with your weapon. On a successful attack, you may use your remaining movement to continue in a straight line through the target as long as you end your movement outside of a space an enemy resides. You can do this a number of times per day equal to your PB. You recharge all uses on a short rest.
You gain the ability to use your Dexterity modifier to attack with any slashing weapon, regardless of whether it has the Finesse property.
Swift as the Wind
Starting at 3rd level you can take the dash action as a bonus action.
Aura of The Storm
Starting at 7th level, you can add an amount of Thunder, Lightning, or Force damage to Dashing Strike attacks that scales as you take class features in this subclass.
Aura of Lightning
You can add Lightning damage to your Dashing Strikes.
Aura of Thunder
You can add Thunder damage to your Dashing Strikes.
Aura of Wind
You can add Force damage to your Dashing Strikes.
Storm's Strength
Staring at 10th level, when using Dashing Strike, you are able to inflict an additional affect against the target based on elemental damage type you chose from Aura of the Storm. This additional affect only works on Large creatures or smaller.
Lightning Strike
If you chose Aura of Lightning at 7th level, you can force an enemy hit by Dashing Strike to make a DC 15 Constitution saving throw. On a failed save they are stunned until the start of your next turn. On a successful save they drop whatever is in their hands.
Thunderstorm
If you chose Aura of Thunder at 7th level, you can force an enemy hit by Dashing Strike to make a DC 15 Strength saving throw. On a failed save they are knocked prone.
Whirlwind
If you chose Aura of Wind at 7th level, you can force an enemy hit by Dashing Strike to make a DC 15 Strength saving throw. On a failed save they are moved 10 feet perpendicular to the direction that you dashed through them. On a successful save they are moved only 5 feet.
Unrelenting Storm
Starting at 15th level your movement speed is doubled.
If you have no uses of Dashing Strike left, you regain three uses when you roll initiative.
Unstoppable Force
Starting at 18th level, the DC of the secondary affects granted by Storm's Strength goes up to 20.
Additionally, you can affect huge creatures with your Aura of the Storm affects.
Previous Versions
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