Blade Dancer, Variant (5e Subclass)

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Blade Dancer

Blade Dancer[edit]

Walking the way of the blade dancer means preferring finesse over brute strength. It means dodging and diving through waves of foes, slicing each one down. It means acrobatically dancing around a giant's punches before felling it. It means wielding two blades at the same time.

Agile Fighter

Your fighting style looks more like a dance than a battle. You move nimbly between enemies, avoiding their strikes. Starting at 3rd level, you gain the following benefits:

  • You gain the Two-Weapon Fighting fighting style, and gain proficiency in the Acrobatics skill, if you don't already have it.
  • When you are targeted by a melee attack, you can use your reaction to make a Dexterity (Acrobatics) check contested against the attacker's attack roll. If the result of your check beats their attack roll, you gain a +2 bonus to your AC.
  • You may draw a number of weapons (up to your proficiency bonus) you're proficient with as additional free weapon interaction actions.
  • Any weapon you have proficiency in is considered a Finesse/Light weapon.
Advanced Two Weapon Fighting

At 7th level, While you wield two of your weapons, you also defend with them. You gain +2 AC while dual wielding, advantage on all acrobatics checks (unless disadvantage is imposed on you),

Master of the Dance

You truly understand the meaning of the Blade Dance. At 11th level, You have learned to maneuver around ranged attacks including some Spells. When an enemy makes a ranged attack, or ranged attack spell against you, you may make a Dexterity (Acrobatics) check. If the result of your check beats their attack roll, you may use your reaction and give a +2 bonus to your AC. In addition, you gain expertise with acrobatics checks.

Dual Blade Mastery

At 15th level, You wield two weapons with the same ease that others can wield only one. You gain one of the following:
Evader. When you are dealt damage made by a melee attack, you can take the Disengage action to 10 feet in the opposite direction of the attack.
Smiter. You can use your bonus action to make your offhand attack deals and extra 3d6 damage to targets with half of their hit points or fewer. You can do so a number of times equal to your proficiency bonus, and regain uses when you finish a long rest.

Reflector. Before rolling your Acrobatics check against the attacker's attack roll, you can decide to exchange the AC bonus, to reflect half the damage (rounded up) back to the attacker. (This only can be done If you make your Acrobatics ability check with disadvantage, and still beat their attack roll.) On a failed check you take an extra half the damage (rounded up).

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