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### Blade Dancer Clad in loose silks, wielding dual scimitars, the dancer weaves an intricate set of slashes and strokes into her step. While the crowd is mesmerized by the crescent blades, she dives in to strike, dealing a fatal blow to the nobleman in the front row. Blade Dancer fighters emphasize continuous motion and fluid forms in their style, allowing them to fight with mesmerizing rhythm and devastating strikes. #### Blade Dance At 3rd level, you learn to string your attacks into a fluid barrage. Whenever you deal damage to a creature with a melee weapon attack, you gain 1 combo point, to a maximum of 5 combo points. In addition, each time you hit a creature with a melee weapon attack, you deal additional damage equal to the number of combo points you have. If you miss a creature with a weapon attack or end your turn without hitting a hostile creature, you lose all your combo points. ***Dances.*** You learn two dances of your choice, which are listed under "Dances" below. Many dances enhance an attack in some way. You can use only one dance per attack. You learn one additional dance of your choice at 7th, 10th, and 15th level. Each time you learn new dance, you can also replace one dance you know with a different one. ***Saving Throws.*** Some of your dances require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
**Dance Save DC** =
8 + your proficiency bonus +
your Strength or Dexterity modifier
#### Steady Steps Starting at 7th level, you've refined your blade dance to maintain balance in the most perilous of situations. You can add your Strength or Dexterity modifier to Charisma (Performance) checks you make when wielding a finesse weapon. When you have 2 or more combo points, you ignore nonmagical difficult terrain. Additionally, when you land a critical hit with a melee weapon attack, you gain 2 combo points instead of 1. #### Going Through the Motions Starting at 10th level, you learn that sometimes following through with your form is more important that striking hard. Before you make a melee weapon attack, you can choose to gain a bonus to attack roll equal to the number of combo points you have. However, this attack does not deal additional damage equal to your combo points, and instead has a penalty to damage rolls equal to the number of combo points you have. #### Unending Dance Starting at 15th level, your maximum number of combo points increases to 8. Additionally, instead of losing all your combo points when you miss a creature with a weapon attack, you can instead drop to 1 combo point. \columnbreak #### Blur of Blades At 18th level, your guard is impregnable while you are in your blade dance. You gain a bonus to your armor class equal to half the number of combo points you have. #### Blade Dancer: Dances The dances are presented in no particular order. ##### Dance of Paired Weapons This dance requires two weapons. - ***Blade Guard.*** When you hit a creature with a weapon attack, you can spend 1 combo point to weave out of its reach. That creature cannot take opportunity attacks at you until the end of your turn. - ***Paired Cleave.*** When you make an attack roll with a weapon, you can spend 3 combo points to add the damage dice of another weapon in your other hand. - ***Blade Storm.*** As an action, you can spend 5 combo points to attack everything around you. Make a melee weapon attack at a creature within your reach. If you hit, you can make a melee weapon attack at a different creature within your reach. Continue this until you miss an attack or until you have attacked everything within your reach. You can gain combo points from these attacks. ##### Dance of Two-handed Weapons This dance requires a two-handed or versatile weapon. - ***Power Cleave.*** When you reduce a hostile creature to 0 hit points with a weapon attack, you can spend 1 combo point to transfer the momentum of the attack to an adjacent enemy. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes the remaining damage from the original attack. - ***Stagger.*** When you hit a creature with a weapon attack, you can spend 3 combo points to attempt to knock them back. That creature must make a Strength saving throw or be pushed up to 10 feet away from you. If this causes them to hit a structure or another creature, they take an additional 1d6 bludgeoning damage. If this causes them to hit another creature, that creature must make a Dexterity saving throw or also take 1d6 bludgeoning damage. - ***Poised Stance.*** As a bonus action, you can spend 5 combo points to harden your stance. Until the start of your next turn, you gain resistance to all damage and can make a weapon attack as a reaction to being attacked. \pagebreak ##### Dance of Shields This dance requires a shield. - ***Feint.*** You can spend 1 combo point as a bonus action to feint at one creature with your shield. You have advantage on the next melee weapon attack you make at that creature. - ***Shield Bash.*** You can spend 3 combo points to replace one of your attacks with a shield bash. Make a melee weapon attack with your shield, using Strength as your ability for the attack roll. On a hit, the target takes 1d6 bludgeoning damage plus your Strength modifier, and must make a Constitution saving throw or be stunned until the end of your turn. - ***Shield Rush.*** You can spend 5 combo points to guard yourself as you charge. You add your proficiency bonus to you armor class while you are moving this turn. ##### Dance of Finesse Weapons This dance requires a finesse weapon. - ***Opportune Strike.*** When you make an opportunity attack, you can spend 1 combo point to gain advantage on the attack. - ***Disarm .*** When you hit a creature with a weapon attack, you can spend 3 combo points to attempt to disarm it. The creature must make a Strength saving throw or be disarmed. - ***Rapid Strikes.*** As an action, you can spend 5 combo points to focus in on a single enemy. You can attack that target a number of times up to your proficiency bonus or until you miss an attack. You can gain combo points from these attacks. ##### Dance of Reach Weapons This dance requires a reach weapon. - ***Long Stance.*** Before you make a melee weapon attack, you can spend 1 combo point to increase the reach of your weapon by 5 feet for that one attack. - ***Leg Sweep.*** When you hit a creature with a reach weapon, you can spend 3 combo points to attempt to trip it up. That creature must make a Strength saving throw or be knocked prone. - ***Cyclone.*** As an action, you can spend 5 combo points to unleash a devastating sweep around you. Each creature within your reach must make a Dexterity saving throw. On a failed save, they take damage equal to your weapon's damage roll. You gain 1 combo point for each creature that fails this saving throw.