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Blade Dancer


Hit Points

Hit Dice: d10 per Blade Dancer level
Hit Points at first Level: 10 + your constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your constitution modifier for every blade dancer level after 1st.

Proficiences

Armor: light armor, medium armor
Weapons: daggers, spears, shortswords, longswords, rapiers, scimitars, glaives, halberds.
Tools: none
Saving Throws: dexterity and constitution
Skills: choose two from Acrobatics, Animal Handling, Athletics, Intimidation, Performance and Persuasion

Overview & Creation

Her black hair flowing in the wind, a human female’s delicate and precise movements cause her spears to dance, filling the invading gnolls with holes. Clad in half plate armor, an elf brings his longswords, floating in the air, soaring right in front of him, parrying the blade of the human who dared challenge him. Crouching low the the ground, a halfling’s practiced movement sends a flurry of daggers, piercing into the chests of the guards as they made their rounds. Among the most elite of fighters are the blade dancers, a ancient practice that can be traced back to the high elves, blade dancers weave magic through their blades with their dance, sending the metal surging through the sky. Whether it be carving a way through goblins on the battlefield, or going toe to toe with Knights in an arena, blade dancers will do the job.   Martial training: Blade dancers begin their training as regular fighters, they master the art of sword, spear, and dagger. Unlike wizards and sorcerers, who are taught to shape reality and create spells, blade dancers simply tug at the strings. They learn to use precise movements in order to send blades flying across the battlefield. They learn to use magic at an instinctual level. They don’t have any spells they use to tear up the battlefield, instead they learn to control metal and use it to weave destruction with their blades.   Dance of death:   Blade dancers use eloquent movements to move their blades. Their magic simply holds the blades in the air, and each blade dancer uses a different form of the dance. The sight of a blade dancer practicing is beautiful, but these same pretty moves can cause devastation on the battlefield. Blade dancers memorize these movements so well that they become instinctual on the battlefield. Blade dancers develop their own form over many years of training, the movements of their dance usually reflect the form the blades dance in. A flashy, showy dance, might contain swirling movements meant to show off to a crowd, or a precise, to the point, dance would have little unnecessary bits and send blades flying with deadly precision. Blade dancers are so known for their dances, that some make hundreds of gold simply showing off. Most blade dancers can be found as elite troops in an army, but some find work as entertainers. Mercenary work is another big job for blade dancers, as their skill is sought after throughout the world, but sometimes a life of travel awaits the wandering soul of a blade dancer. When cases like those arise, adventurers are born.   Creating a blade dancer:   When making a blade dancer, consider your characters specific form of the dance. Are they flashy, with flourishes and spins? Are they fast, and deadly? Or are they powerful, putting weight behind each movement? Another important thing to consider is how you got your training. The art of blade dancing is no easy thing to pick up and many foolish men have been killed trying to master the deadly art. Did you train in a military academy, with dozens of students like yourself? Did you train in a secluded monastery, where you were taught a calm and soothing dance? Or where you trained one on one, with a mentor who also knew the way of the dance? Whatever the training, whatever the dance, a blade dancer is a welcome addition in most armies. What called you to adventuring? Why did you set out to seek out danger? The life of a blade dancer finds beauty in death, how will you put a spin on the dance?   Quick Build:   You can make a blade dancer quickly by following these suggestions. First, dexterity should be your highest ability score, followed by strength or constitution. Second, chose the soldier background.
 


Class Features

Dance of blades:   Using ancient magic, you can cause your blades to dance in the air, suspended by nothing but your magic. Twice per long rest, as a bonus action you can cause 2 weapons with the light, and finesse properties to float around your body, you can have a maximum of 2 weapons active at a time. On each subsequent turn, you can use your bonus action to move each blade 15 feet, the weapons can not be more than 50 feet away from you. You cannot activate your dance of blades if you are wearing heavy armor, the plates interfere with your ability to make the precise movements of your blade dance. You can forgo a number of attacks on your turn to make that number of attacks with your floating weapons. These weapons use your dexterity modifier for attacks, and half of your dexterity modifier (rounded up) for damage rolls. You can only attack with each of your weapons once, if you use all of your attacks to attack with your floating weapons, and you have a unused weapon, you can make an attack with it as a bonus action. Having your dance of blades active counts as having a concentration spell active so you have to make concentration checks upon taking damage. You gain an additional use of this ability at levels 5, 10 and 15   Battle dances:   Starting at 2nd level, you learn to use your graceful movements to manipulate the battlefield. These dances are fueled by superiority dice, special dice that you expend on using your dances. Dances: you learn 3 maneuvers of your choice, which are detailed under the dances section which is located after the subclass options.. You learn 2 additional maneuvers at 6th, 9th, 14th and 17th level. Each time you learn a different maneuver, you can also replace your existing maneuvers. Superiority dice: you have four superiority dice which are d8s. A superiority dice is expended when you use it. You regain all expended superiority dice upon finishing a short or long rest. You gain another superiority dice at 6th level, 10th level and another at 14th level. Blade orders:   At 3rd level, you specialize into one of two different blade orders; the order of precision, or the order of the swarm. The archetype you choose gives you features at 3rd, 6th, 11th, and 16th level.   Ability score improvement:   When you reach 4th level, and again when you reach 8th, 13th, 16th, and 19 level, you can increase 2 ability scores by 1 or 1 ability score by 2. Alternatively you can take a feat instead of improving your ability scores.   Extra attack:   At 5th level, when ever you take the attack action, you can make two attacks instead of one. When you reach 12th level, your number of attacks increases to 3.   Meld metal:   At 7th level, your control of metal expands to include your armor as well. When you are wearing medium armor (other than hide) you gain the following benefits. Your potential dex bonus increases to +3 You no longer take disadvantage on stealth checks in scale mail or half plate.   Peace of mind:   At 15th level, you have advantage on concentration checks to keep your dance of blades active.   Graceful movements:   At 18th level, you have advantage on dexterity saving throws and initiative rolls.   Storm of blades:   At 20th level you become a whirlwind of blades, you gain the following benefits: Whenever you roll initiative without any superiority dice remaining, you regain 1 superiority dice Whenever you use a maneuver which has you roll a superiority dice, once it is rolled you can choose to roll a second dice and add the totals together, both dice are expended.       Maneuvers:  

Disarming pull: as an attack, you can expend a superiority dice to attempt to pull a metal weapon from the hand of a creature within 30 feet, make a dex roll contested with their strength roll, if you succeed, roll the superiority dice as force damage to the target.
Crippling strike: when you make an attack, you can expend a superiority dice to attempt to cripple the target, roll the superiority dice as extra damage, if you do at least 15 damage to them, their movement becomes 0 for their next turn.
Defensive dance: when you take damage from a weapon attack and you have 2 or more of your weapons within 5 feet of you, you can use your reaction and a superiority dice to subtract the roll of the superiority dice + your proficiency bonus from the attack, if the damage is reduced to 0 you negate all effects of the attack.
Whirlwind: as an action, expend a superiority dice and choose 2 weapons within 5 feet of you, you make a melee weapon attack against every hostile creature within 10 feet of you, roll the superiority dice and divide the damage by the number of creatures hit by the attack.
Brutal strike: when you make a attack, you can expend a superiority dice to deal a brutal blow to the target, roll the superiority dice and add twice the result to the damage rolled.
Tripping strike: when you make a attack, you can expend a superiority dice to trip the target, if the attack hits, the target must make a strength save or be knocked prone, roll the superiority dice and add the result to the damage.
Graceful dancer: when you make a saving throw you can expend a superiority dice, and add half the amount rolled to the saving throw.
Dance of the lion: when you deal damage to a creature, expend a superiority dice and force the target to make a wisdom save or be frightened of you, the superiority dice is added to the damage you dealt if the fail the save.
Dance of the mole: on your turn, you can use an action and expend a superiority dice to take a defensive stance, for the next 1d4 turns your ac is boosted by half of the superiority die’s roll(rounded down).
Dance of the ram: as an action, if all of your blades are within 5 feet of you, you can expend a superiority dice and move 30 feet in a direction, you blades move alongside you. Ever hostile creature you touch must make a strength save or be knocked prone.
Dance of the cobra: as an attack, you can expend a superiority dice, using a weapon that deals piercing damage, extend the range of the attack by 15 feet, if the attack hits add the superiority dice to the damage, after the attack, the weapon returns to its previous position
 


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) a longsword, (b) a spear, or (c) any martial weapon (If proficient)
(a) 2 shortswords, or (b) any martial weapon (If proficient)
(a) a chain shirt or (b) scale mail
4 daggers, and an explorers pack
 


Subclass Options

Blade orders: Different blade dancers decide to focus on different aspects of the dance. Some prefer to overwhelm opponents with a sheer number of blades, others prefer to use precise attacks to cut down their opponents.   Order of precision: The order of precision teaches a perfect strike, one that hits the hardest, they also specialize in larger weapons than other blade dancers.   Bonus dances:   In addition to the standard maneuvers available to the blade dancer, you have access to the following maneuvers:

Parry and riposte: when you are targeted by a melee attack,and you have a blade within 5 feet of you, you can use a reaction to roll 1 superiority dice and add the number to your ac, if it causes the attack to miss, you can make an attack roll against the attacker.
Cross chop: when you attack you can expend 1 superiority dice and attempt to do a cross strike against the creature. You must have 2 blades within 5 feet of the creature. Make a single attack roll that crits on an 18-20. On a hit, roll damage for both weapons and add the roll of the superiority dice.   Weapon mastery:   At 3rd level, you learn to use weapons larger than most blade dancers, you can use any melee weapons in your dance of blades as long as they do not have the heavy or two handed properties.   Precise strike:   At 6th level you learn to hit just as hard with your dance of blades, as you would be able to with your own arms. You gain your full dexterity bonus on all attacks made with your dance of blades ability.   Lethal Strike:   At 11th level you learn to hit in just the right spots in order to inflict the most injuries, whenever you roll a critical hit, you can roll all damage dice twice and take the higher numbers.   Blade mastery:   At 16th level you become a master of the blade, using your blades is so natural to you, that you gain the ability to use 2 more weapons with your dance of blades. These weapons must be shortswords or daggers.     Order of the Swarm: The order of the swarm believes in overwhelming their opponents with pure numbers. They are know to attack with all blades at once, making it impossible for their foes to possibly stand against them   Bonus dances: In addition to the standard maneuvers available to the blade dancer, you have access to the following maneuvers:
Blade surge: as an action, you can expend a superiority dice to send all of your blades 30 feet forwards. Roll damage for all of the weapons(without dex mod) and add the roll of your superiority dice, you deal that much damage to the first target hit.
Frenzy of strikes: after an attack misses you can expend a superiority dice to make 2 more attacks against the same creature, these attacks must not both be from the same blade. Roll a superiority dice, add half the amount to each of the hits, damage rolls   Swarm of blades:   Starting at 3rd level, you can use 2 more weapons with your dance of blades. These new weapons must be daggers. This number increase by 2 again at levels 11 and 16. Overwhelming numbers:   Starting at 6th level, if you have 3 or more blades in melee with a single opponent, than all of your attacks against that creature have advantage.   Deadly flurry:   Starting at 11th level, when you take the attack action, you can attack with all of your blades activated by dance of blades.   Fury of the swarm:   Starting at 16th level, your blades stick into your opponents when they hit. When a creature has 3 or more blades stuck in him, the creature loses 10 feet of movement next turn and his first attack is at disadvantage. As a bonus action you can pull the blades out of the target, sending them back too you, this deals 1 point of damage to the creature for each blade in him.
 


Created by

Firelion22.

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