Arcane Blade Dancer (5e Class)
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Arcane Blade Dancer
Mythical warriors, capable of weaving magic through the movement of their bodies and flicking of swords, Arcane Blade Dancers are paragons of agility and arcane prowess, channeling the power of the elements with with weapon strikes. The titular dance in the name is a set of specific movements created in order to cast spells. The magic of an arcane blade dancer is basic, simpler than that of dedicated spellcasters, but, combined with the martial prowess, makes them dangerous foes. Although their movements can appear random and chaotic to an untrained eye, they are part of a set of specific magical movements, that are the component for an arcane dancer magic.
Creating an Arcane Blade Dancer
When making an arcane blade dancer, consider these questions: Why does your character use dance to battle? Is there some reason they started dancing? Was it a friend, a teacher, necessity? Does your character prioritize offense or defense? Why does your character choose the path they picked? Do they have a goal in mind?
All of these are questions to consider when making an Arcane Blade Dancer.
- Quick Build
You can make an arcane blade dancer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the entertainer background.
As a Arcane Blade Dancer you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Arcane Blade Dancer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Arcane Blade Dancer level after 1st
Armor: Light armor
Weapons: Simple weapons, martial weapons
Saving Throws: Dexterity, Charisma
Skills: Choose two from Arcana, Athletics, Deception, Intimidation, Perception, Performance and Persuasion.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier or (b) any martial weapon
- (a) dungeoneer's pack or (b) explorers pack
- a longbow and 20 arrows
- If you are using starting wealth, you have 4d4 × 10 gp in funds.
|1st||+2||Spellcasting, Reliable Dancers, Magical Dance||1|
|4th||+2||Ability Score Improvement||3|
|6th||+3||Magic Channeling, Cat's Grace||3|
|7th||+3||Dance Style Feature||4|
|8th||+3||Ability Score Improvement||4|
|10th||+4||Dance Style Feature||4|
|11th||+4||Improved Arcane Assault||5|
|12th||+4||Ability Score Improvement||5|
|14th||+5||Dance Style Feature||5|
|16th||+5||Ability Score Improvement||6|
|19th||+6||Ability Score Improvement||7|
Starting at 1st level, gain proficiency in Performance. If you already have proficiency, you apply double your proficiency bonus instead.
At 1st level, you gain the ability to cast spells through your mystical dance.
At 1st level, you learn one cantrip from the sorcerer's spell list. You learn additional cantrips as increase in level, as shown on the class table, which you select from this list or from the sorcerer's spell list.
In addition, when you gain a level in this class, you can choose one of the cantrips you know and replace it with another cantrip from the sorcerer's list.
- Spellcasting Ability
Dexterity is your spellcasting ability for your arcane blade dancer spells, since you cast a spell through a set of very specific set of arcane dance moves. You use your Dexterity whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a arcane blade dancer spell you cast and when making an attack roll with one.
- Spell save DC = 8 + your proficiency bonus + your Dexterity modifier
- Spell attack modifier = your proficiency bonus + your Dexterity modifier
- Spellcasting Components
Your dance is your only component required for your Arcane Blade spell. For that reason, all your spells have only Somatic as their component, even if they originally have other component. You can't cast Arcane Blade spells if you are unable to move.
At 1st level, you learn to infuse your magic into your movement and weapons.
- Blade Dance
While not wearing armor, your AC equals your spell save DC. If you wielding a weapon in one hand and no other weapon, your AC increases in 2.
In addition, at 3rd level and again at 6th, and 14th levels, you can choose one dancing technique, from the Dance Techniques list.
- Arcane Blade
You can use a ritual to use the sheer power of your magic summon a sword made of pure arcane power. Your arcane blade can take the form of any simple or martial melee weapon you are proficient with. The weapon hover in the air on a place within 5 feet of you.
When you finish a long rest, you can change the form of the arcane blade. You can use a bonus action to make the blade disappear, and you can make it reappear as a bonus action on your turn.
You can also make a ritual to bind yourself with a magic weapon, converting the weapon into a arcane blade. You can perform the ritual over the course of a long rest, and the weapon need to be within touch over the course of the whole rest. If the weapon requires attunement, you can bond with the weapon over the course of the attunement. You can't bind yourself with more than one weapon at the same time.
In addition, at 2nd level and again at 10th, and 19th levels, you can choose one power for your arcane blade, from the Blade Powers list.
At 2nd level, you can channel your magic and elemental power into a powerful smite. You learn a number of smites equal to your proficiency bonus. When you gain a level in this class, you can replace a smite you know for a new one.
You can use a smite whenever you hit a creature with your Arcane Blade. You can use this feature a number of times equal to your Charisma modifier, regaining all your uses after finishing a long rest.
If a elemental smite requires a save DC, you use your cantrip save DC.
At 3rd level, you chose a dance style. Choose between the Dance of the Enchanter or the Dance of the Warrior; both are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th and 14th levels.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Starting at 5th level, you can attack twice, instead of once, with your Arcane Blade. In addition, you can forgo one of your attacks to cast an Arcane Blade Dancer cantrip instead.
Starting at 6th level, you can use your bonus action to enhance the power of your smites by channeling arcane power into your blade, increasing the power of any of your smites when you do so. Doing so adds your Charisma modifier to the additional damage caused by the attack.
Also, the duration of any effect that has a duration is increased to 1 minute. In addition, the range of any effect that has a range is increased in 5 feet.
Once you use the channeling, you can't do it again until you finish a short or a long rest.
At 6th level, you can reroll any failed Dexterity or Charisma check a number of times equal to your Charisma modifier, regaining the ability to do so after finishing a long rest.
Starting at 9th level, you can attack with fluidity and grace. Whenever you hit a creature with your Arcane Blade, you gain 1 combo point. You can have an amount of combo points equal to your proficiency bonus, and any combo point you have is lost when you finish a long rest.
You can spend your combo points to perform combo maneuvers, shown below.
- Gracious Movement
You can spend 1 combo point to take the Dash or Disengage actions as a bonus action.
- Deep Wound
You can spend 1 combo point when you hit a creature to cause additional damage equal to your Charisma modifier. This maneuver doesn't recover combo points.
- Blade Flourish
You can spend 1 combo point as a bonus action to make one additional attack with the Arcane Blade. On a hit, the target must succeed on a Dexterity saving throw, or you hit it again. Only the first attack recover combo point. If you reduce a target to 0 hit points with this maneuver, you recover 3 combo points.
- Reactive Blade
You can spend 1 combo point to regain the use of your reaction.
- Increased Movement
You can spend any amount of combo points to increase your movement speed by 10 feet per point spent.
Improved Arcane Assault
At 11th level, whenever you attack with your Arcane Blade, you can cast a Arcane Blade Dancer cantrip as a bonus action.
At 13th level, you have advantage on any Dexterity saving throws against effects you can see.
Starting at 15th level, your weapon attacks with the arcane blade score a critical hit on a roll of 19-20.
At 17th level, once in each of your turns when you miss an attack roll against a creature, the creature takes force damage equal to your proficiency bonus.
In addition, you no longer can have disadvantage on attack rolls when making attacks with the arcane blade.
Starting at 18th level, whenever a creature cast a spell against you, you can make a saving throw against the result of the attack (if the spell uses an attack roll) or against the save DC, using your reaction. On a success, you can reflect the spell against a creature within range.
After using this ability successfully, you can't use it again until you finish a long rest.
Starting at 20th level, your Dexterity and Charisma increase by 4, to a maximum of 24.
In addition, at the start of your turn if you have 0 combo points, you gain 1 combo point.
Dance of the Enchanter
The dancer of the enchanter put emphasis on the magical aspect of the arcane blade dancer's style of combat. Weaving more complex spells through their movements, followers of this dance can unleash magical destruction upon their opponents.
|Arcane Blade Dancer
|—Spell Slots per Spell Level—|
- When you reach 3rd level, you learn how to use spells in battle.
- You learn two cantrips of your choice from the magic blade spell list. You learn an additional magic blade cantrip of your choice at 10th level.
- Spell Slots
- The holy servant Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. you regain all expended spell slots when you finish a long rest.
- Spells Known of 1st Level and Higher
- You know three 1st-level magic blade spells of your choice. You choose your spells depending on the chosen entity you fight under. You choose spells from the bard's list.
- Whenever you gain a level in this class, you can replace one of the holy servant spells he know with another spell of your choice from the bard's spell list. The new spell must be of a level for which you have spell slots.
- Spellcasting Ability
- Charisma is your spellcasting ability for the magic blade spells. You use your Charisma whenever a spell refers to his spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a magic blade spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
- Dancing Blades
Starting at 3rd level, once in each of your turns, when you are hit by a melee weapon attack, you can use your reaction to deal force damage equal to your proficiency bonus to the attacker. Also, whenever you hit a creature with the arcane blade, you can cause force damage, instead of the normal damage for that weapon.
- Dance of Magic
At 7th level, you can feel the weave and connect with it in a deeper level, gaining magical power from it. When you finish a long rest, choose one spell from the any spell list of your choice. The spell must be of 1st-level or lower. You can cast this spell without spending a spell slot, a number of times equal to your proficiency bonus.
Once you spend all uses of this feature, you regain the ability to do so after completing a long rest.
- Enhanced Senses
Starting at 10th level, you rely on your body and on your connection to the weave to sense the world, rather than on your eyes. You gain blindsight up to a range of 10 feet. In addition, you have Advantage on Wisdom (Perception) checks that rely on sound and smell, and can make Wisdom (Perception) checks as a bonus action.
- Master of Magic
At 14th level, you become the true representative of your entity. When you finish a long rest, choose a spell of 5th level or lower from any spell list.
You can cast that spell once, losing the capability to do so until you finish a long rest.
Dance of the Warrior
Those who seek to learn the warrior's dance follow the path of combat. These arcane blade dancers use magic as weapon, but secondary to their prowess with the swords. They use the dance steps not only to weave magic, but as a way of fighting in an unpredictable manner.
- Instinctive Blades
Starting at 3rd level, you can sense your enemies even without seeing them. You no longer suffer disadvantage on your attack rolls due to not being able to see your target.
In addition, whenever you use a smite, the magical energy lingers on the creature, giving you advantage on your next attack roll against that creature.
- Magic Charge
Starting at 7th level, you can charge against your enemies with mighty rage. As an action, you can teleport to a place you can see within 20 feet. When you teleport using your action, you can make an attack or cast a cantrip as a bonus action.
In addition, for each 10 feet you teleport before making the attack, you can deal additional damage equal to 2d8 force damage with the attack or cantrip.
- Careful Step
At 10th level, you can quickly dodge the attacks of your opponents. You can use your reaction to impose disadvantage on a opportunity attack against you.
In addition, you have advantage on Charisma (Persuasion) and Charisma (Intimidation) checks against any target you smite or charge towards in combat.
- Unstoppable Pursuer
When you reach the 14th level, you can point towards a creature you can see and use your reaction to mark it. For 1 minute, you can use your action to teleport to a point you can see within 5 feet of that creature, at cost of your movement. If you do so, you can make an attack as a bonus action. Doing so triggers the additional damage of your Magical Charge.
You can use this feature a number of times equal to your proficiency bonus, and regain the uses after finishing a long rest.
- Solar Smite
When you hit a creature with this smite, the creature needs to succeed on a Dexterity saving throw or take 2d8 radiant damage and become blinded until the end of its next turn.
- Earth Smite
When you hit a creature with this smite, the creature needs to succeed on a Strength saving throw or be knocked prone on a failed save and takes 2d8 bludgeoning damage.
- Planar Smite
When you hit a creature with this smite, the creature needs to succeed on a Charisma saving throw or the creature is banished back to its plane, or to a harmless demi-plane if the creature is the creature is on its native plane, until the end of its next turn, when it reappears on the same space, or in the nearest unoccupied space.
- Poisonous Smite
When you hit a creature with this smite, the creature needs to succeed on a Constitution saving throw or the creature take 3d4 poison damage and it is poisoned until the end of its next turn.
- Wind Smite
When you hit a creature with this smite, the creature needs to succeed on a Strength saving throw or the creature take additional 2d6 bludgeoning damage and is pushed 10 feet back.
- Icy Smite
When you hit a creature with this smite, the creature needs to succeed on a Constitution saving throw or the creature is covered in ice, being imprisoned. The creature takes 2d6 cold damage on a failed save and the target is restrained until the end of your next turn.
- Thunderous Smite
When you hit a creature with this smite, the creature needs to succeed on a Constitution saving throw or take 3d4 thunder damage and it is stunned until the end of your next turn.
- Lighting Smite
When you hit a creature with this smite, the creature needs to succeed on a Dexterity saving throw or the creature is electrocuted, taking 2d8 lighting damage and the creature can't take reactions until the end of your next turn.
- Acidic Smite
When you hit a creature with this smite, the creature needs to succeed on a Dexterity saving throw or the creature or a magical energy start to corrode its flesh. The creature takes 2d4 acid damage on a failed save and 1d4 on the start of each of its turns for 1 round.
- Fiery Smite
When you hit a creature with this smite, the creature needs to succeed on a Dexterity saving throw or all creatures within 5 feet (excluding you) take 3d6 fire damage.
- Decaying Smite
When you hit a creature with this smite, the creature needs to succeed on a Constitution saving throw or take 3d6 necrotic damage. A creature reduced to 0 hit points with this smite raises as a zombie under your control for 1 minute, as if you had raised it with the animate undead spell.
- Blade of Sharpening
You have +1 to attack and damage rolls with your arcane blade.
- Blade of the Archer
You can shape your arcane blade as a ranged weapon and bond with ranged weapons.
- Blade of the Conjurer
You can add your Dexterity modifier to damage rolls of cantrips when wielding the arcane blade.
- Blade of Torpor
Once on each of your turns when you hit a creature with your arcane blade, you can reduce that creature’s speed by 10 feet until the end of your next turn.
- Blade of the Ram
When you hit a creature with your arcane blade, you can push the creature up to 10 feet away from you in a straight line.
- Blade of the Hunter
When you hit a creature with your arcane blade, you can cast hunter's mark as a bonus action. Once you cast this spell, you can't do it again until you finish a long rest.
- Evasive Step
While not wearing armor, you gain +1 to your AC.
- Gracious Movement
While not wearing armor, you gain proficiency in Persuasion and Performance skills. In addition, you can use your Dexterity, instead of Charisma, for checks with the Performance skill.
- Flowing With the Weave
While not wearing armor, you can cast detect magic at will. When you cast detect magic using this ability, you sense the weave instead of see the glow, and can detect the magical auras without relying on sight.
- Restless Dance
While not wearing armor, you don't need to sleep, and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity. You can keep your armor active during an awaken rest.
- Step of the Blind Waltz
While not wearing armor, you gain blindsight up to 10 feet.
- Dance of the Magical Absorption
While not wearing armor, you can absorb the magic contained inside a suit of armor. You can have the magic of only one armor at the same time, and absorbing another will make you lose the first one.
Doing so requires attunement, even if the armor normally doesnt. You must spend 1 hour touching the armor to absorb its power. If you lose the power of the absorbed magical armor, the armor recover it at the same time.
- Dance of Terror and Awe
While not wearing armor, you can replace an attack to try to charm or frighten a creature. Choose a target able to see you within 30 feet. That creature must succeed on a saving throw against your spell save DC, or is either charmed or frightened (your choice) until the end of your next turn. The charmed creature have its movement speed reduced to 0 and don't take actions for the duration, admiring you in awe.
Once a creature succeeds on the saving throw against this effect, it is immune to it for the next 24 hours.
- Dance of Comprehension
While not wearing armor, you can cast comprehend languages at will
- Dance of Vigor
While not wearing armor, You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
Prerequisites. To qualify for multiclassing into the arcane blade dancer class, you must meet these prerequisites: 13 Dexterity, 13 Charisma
Proficiencies. When you multiclass into the arcane blade dancer class, you gain the following proficiencies: Finesse or Heavy weapons, Simple weapons
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