Blade Dancer (5e Class)
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Blade Dancer[edit]
Introduction[edit]
The Blade Dancer is a fighter who fights using their custom Weapon Created from any Craftsman they know. Their fighting style typically revolves around dealing damage but sometimes there is an odd one in the group and uses their style for defense and counterattacking their Foes. Rarely do you see male Blade Dancers but sometimes you can see them wandering around, most of which being female use that to their advantage and can sometimes swindle even the most difficult and rich. Their dances are foreign and cannot be taught to those who do live their whole life to be one of the Dancers, their history shrouded from the past these people and style of fighting are extremely rare to find although their past may not be as hard to uncover as you think, the knowledge is passed on through each disciple as they learn their own style within their minds.
Creating a Blade Dancer[edit]
- Quick Build
You can make a Blade Dancer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma, or Constitution. Second, Choose the Entertainer background. Third, select any available equipment you think fits best for you. This class feels best in a campaign where you flavor the way you think the attacks are made or seen, have fun coming up with how your character moves and dances through combat and any scenario alike.
Class Features
As a Blade Dancer you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Blade Dancer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Blade Dancer level after 1st
- Proficiencies
Armor: Light, Medium
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Dexterity, Constitution
Skills: Choose 3 from Acrobatics, Athletics, Deception, Insight, Performance, Persuasion, Sleight of Hand, Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Chain Blade Gauntlets
- (a) Studded Leather Armor or (b) Scale Mail
- Four Daggers
- (a) Dungeoneer's Pack or (b) Explorer's Pack
Level | Proficiency Bonus |
Features | Dancer's Will |
---|---|---|---|
1st | +2 | Dancer's Will, Fighting Style, Archetype ,Chain Blade Gauntlets | 1+Dex mod |
2nd | +2 | Expertise | 2+Dex mod |
3rd | +2 | Calm Before the Storm | 3+Dex mod |
4th | +2 | Ability Score Improvement | 4+Dex mod |
5th | +3 | Extra Attack | 5+Dex mod |
6th | +3 | Ability Score Improvement | 6+Dex mod |
7th | +3 | Offense Improvement, Deffense Improvement | 7+Dex mod |
8th | +3 | Ability Score Improvement | 8+Dex mod |
9th | +4 | Combo bonus | 9+Dex mod |
10th | +4 | — | 10+Dex mod |
11th | +4 | Extra Attack x2 | 11+Dex mod |
12th | +4 | Ability Score Improvement | 12+Dex mod |
13th | +5 | — | 13+Dex mod |
14th | +5 | Ability Score Improvement | 14+Dex mod |
15th | +5 | Rush | 15+Dex mod |
16th | +5 | Ability Score Improvement, Extra Attack x3 | 16+Dex mod |
17th | +6 | Empowered Rush | 17+Dex mod |
18th | +6 | Final Archetype Choice | 18+Dex mod |
19th | +6 | Ability Score Improvement | 19+Dex mod |
20th | +6 | Infinite Combo Points | Unlimited |
Chain Blade Gauntlets[edit]
Starting at 1st level, you create a special, complex pair of gauntlets that are mechanical in nature. Not only do these gauntlets give a small boost to defenses, but they also allow the wielder to attack with elegance and grace, like that of a dancer, using the hidden blades within the gauntlets. The chain blade gauntlets function as normal gauntlets would, however, they are slightly more bulky than regular leather gauntlets. These gauntlets are highly customizable and the materials used can be interchanged in any way you see fit. The gauntlets are made with a complex function of gears that are attached to the chains, which are connected to the blade. Using a bonus action, you may either extend or retract the blades from within the gauntlets, allowing you to use them as weapons as you see fit. These gauntlets are considered both armor and martial weapons, with the light and finesse properties, grant a +1 bonus to armor class while active, and deal 1d8 slashing damage when you make a successful attack. These gauntlets need to be maintained properly every short or long rest, or they risk being broken in battle.
If your blades break, or the chain would snap, they need to be replaced during a short or long rest. The cost will differ depending on what materials are used to make the blades or chains. To make a blade or chain, you must craft it yourself, or find another Blade Dancer who is willing to make them for you.
You may not use a shield unless you chose the defensive style for this class, where a shield is required for your abilities.
Dancer's Will[edit]
Starting at 1st level, you gain Dancer's Will that fuels certain offensive or defensive features that you are able to use against another creature as a Bonus Action. If you attack a creature you gain 1 Dancer's Will for every attack you deal damage. Dancer's Will Maximum is gained Through your Level + Dex mod. at 20th level, you have an unlimited pool that can be stored until the end of combat.
Archetypes[edit]
There are two paths currently that you can go down for this class' Archetypes (more will be added a lot later) currently there are the Offensive focused on damage output and then there is the Defensive Bully style to fit different roles for your party.
When you choose the starting moves you start with the Bonuses either offensive or defensive. Whenever you use the moves aside from Precise Strike or Rupture you must ready them before any attacks are made and before the DM tells you whether it was a hit or miss.
Offense[edit]
Starting at 1st level, you are able to use offensive and defensive maneuvers that cost a Bonus action to use unless specified otherwise, which are fueled by your Dancer's Will. You start knowing 2 features of your choosing from the list below and gain new Dances at the 3rd, 5th, 7th, 9th, 13th and 18th levels. The Dance Moves features you are able to choose from are as follows:
- Accurate Strike: When you make an attack roll, you are able to spend up to your maximum available number of Dancer's Will to raise the number of your attack roll by the number of Dancer's Will expended 2 points are required for every +1 in accuracy.
- Rupture: For the cost of 1 Dancer's Will, you are able to add +1 to your attack's damage for every point spent on one attack (min. 1). Does not use your Bonus Action and must be specified before the attack is said to connect or not
- Danger Close: When you hit with an attack using 3 Dancer's Will you can pull a creature that is size Large or below 5 feet closer.
- Choker: For the cost of 2 Dancer's Will When you land an attack you may grapple the opponent causing 1/2 damage, you wrap the chain around their neck causing them to start suffocating if they need to breathe. May work from up to 10ft, the reach of your Gauntlets. Requires a strength save DC of 8 + prof + Dex to break out of the choke.
- Quick Footwork: For the cost of 3 Dancer's Will, you are able to perform the Dodge Action as a bonus action until the end of your next turn
- Parry: For the cost of 5 Dancer's Will, you are able to use your reaction to attempt an Acrobatics check, matching or beating the attack roll against an attack within 5 feet of yourself. On a successful save you take half damage and can make one attack as part of the same reaction
- Crescent Moon: For the cost of 6 Dancer's Will, when you perform the attack action, you are able to attack again, however, this is limited to once per turn and you may not add any more dancer's Will from the extra attacks given by this skill
- Chi Disruption: For the cost of 6 Dancer's Will on a successful attack you may strike the opponent's pressure point. They must succeed a Con DC of 8 + prof + Dex or be stunned until the start of your next turn, can only be activated once per turn.
- Aggressive Vault: If a target creature is within 10ft of you, you Vault over the target using 10 Dancer's Will and make one attack against them, this attack does not gain any Extra Attacks
- Tempest: For the cost of 12 Dancer's Will When landing an attack on a hostile creature if they try to Move or Disengage you damage the creature as they are not blocking or dodging the attacks
- Offense Improvements (requires 7th level and previous move)
- Precise Strike: When you make an attack roll, you are able to spend up to your maximum available number of Dancer's Will to raise the number of your attack roll by the number of Dancer's Will expended 2 points are required for every +2 in accuracy. Can be done during the attack roll as long as you have Dancer's will available beforehand and must be used before the attack is stated as a success or failure
- Organ Rupture: When you make an attack roll and hit, you are able to spend up to your maximum available number of Dancer's Will to raise the Damage by the number of Dancer's Will expended 1 point for every +2 in Damage. May be done before or after rolling the attack as the blade struck a fatal Organ
- Wolves Pull: For the cost of 5 Dancer's Will, when you land an attack against a creature large or smaller, you pull the creature 5 feet closer and they must succeed a Strength save DC of 8 + Proficiency + Dex or be knocked prone
- Full Moon: For the cost of 9 Dancer's Will, when you perform the attack action, you gain another Action that can be used to Dodge or Attack
- Soul Strike: For the cost of 10 Dancer's Will you may attack the opponent's pressure points. They must succeed a Con DC of 10 + prof + Dex or be Paralyzed until the end of their next turn, can only be activated once per turn on each hostile creature struck by an attack, and ignores the resistance/Immunity to the Paralyzed condition.
- Vengeful Vault: For the cost of 8 Dancer's Will If a target creature is within 15ft of you, you Vault behind the target using 9 Dancer's Will and make one attack against them at Advantage
- Counter Blows: As a Bonus Action costing 12 Dancer's Will When a creature within your reach makes an attack against you and misses you may send one attack back at them until the end of your next turn
Defense[edit]
Like the Offensive class Starting at 1st level, you have access to different Defensive moves which are fueled by your Dancer's Will, Not as graceful but still works, and still with speed. You Gain Proficiency in Heavy armor and Shields when selecting this Archetype. Starting with 3 features of your choosing from the list below, and gain new Dance Moves at the 3rd, 5th, 7th, 9th, 13th and 18th levels. The Dance Moves features you are able to choose from are as follows:
- Bash: if you have a shield equipped, using 1 Dancer's Will you may push back a creature 5 feet away from you if you landed an attack prior in the direction you choose
- Parry: For the cost of 3 Dancer's Will, you are able to use your reaction to attempt a dexterity saving throw of dc equal to the opponent's attack roll against a melee attack within 5 feet of yourself. On a successful save matching the attack roll, you take no damage and can push the creature up to 10 feet away in a direction of your choice
- Block: The amount of Dancer's Will spent = Amount of Damage negated, Requires a shield to be equipped and only 1/2 as effective against bludgeoning damage
- Dancing Blows: Spending 3 Dancer's Will Deal 1/2 damage while in this stance and Creatures have Disadvantage on attack rolls against you until the start of your next turn
- Tank: Spending 3 Dancer's Will, you are granted +2 AC while in this stance, and you move at 1/2 speed until the start of your next turn. Requires a Shield to be equipped
- Disengaging Vault: For the cost of 3 Dancer's will you can jump up to 10 feet away costing movement equal to the distance jumped, it does not provoke attacks of opportunity when jumping away
- Protection: For the cost of 3 Dancer's Will When a creature you can see attacks a target other than you that is within 10 feet of you, you can then move up to 5 ft in the direction of the target using your reaction to impose disadvantage on the Attack roll. Increases your AC by 1 until the start of your next turn, You must be wielding a Shield.
- Fortress: Spending 5 Dancer's Will you are granted +3 AC While using this stance, Also Your movement now becomes 0 until the start of your next turn, Requires a shield to be equipped.
- Defensive Improvements (requires 7th level)
Advanced Improvements available for the defensive archetype
- Batter: if you have a shield equipped, using 4 Dancer's Will you may push back a creature 10 feet away from you if you landed an attack prior and deal a D4 of Bludgeoning damage
- Grazing Blows: The amount of Dancer's Will spent*2 = Amount of Damage negated
- Foresight: Spending 6 Dancer's Will Creatures have Disadvantage on attack rolls against you until the start of your next turn
- Advanced Tank: Spending 6 Dancer's Will, you are granted +4 AC while in this stance, and you move at 1/2 speed. Requires a Shield to be equipped
- Bastion: For the cost of 6 Dancer's Will When a creature you can see attacks a target other than you that is within 20 feet of you, you can then move up to 15 ft in the direction of the target using your reaction to impose disadvantage on the Attack roll. Increases your AC by 1 You must be wielding a Shield and you do not provoke attacks of oppurtunity.
- Moving Fortress: Spending 5 Dancer's Will you are granted +5 AC While using this stance, Also Your movement now becomes 10ft, Requires a shield to be equipped.
Fighting Style[edit]
Choose one Fighting Style
- Defense
While you are wearing armor, you gain a +1 bonus to AC.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Mariner (UA)
As long as you not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
- Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Tunnel Fighter (UA)
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Expertise[edit]
Once you reach 2nd level you can choose two of the classes proficiency and double it.
Calm Before the Storm[edit]
Starting at 3rd level, you may use a bonus action to consume a number of Dancer's Will points up to half of your proficiency bonus to heal some of your minor wounds. When you consume a point of Dancer's Will this way, you heal 1d4.
Ability Score Increase[edit]
When you reach 4th level, and again at 6th, 8th, 14th, 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.
Dancing Blades (Extra Attack)[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. In addition, whenever you make an extra attack using a bonus action on your turn, you may make one additional attack with your off-hand weapon.
At 11th level, you can attack up to three times on your turn. In addition, whenever you make an extra attack using a bonus action on your turn, you may make up to two additional attacks with your off-hand weapon.
Combo Bonus[edit]
Starting at 9th level when you make an attack and hit a creature you gain two Dancer's will
Rush[edit]
At 15th level, You gain a rush of adrenaline giving yourself one more action and a potential Bonus Action. Can only be used once per short or long rest.
Empowered Rush[edit]
Increases to two rushes at 17th level, Which also allows for the use of an extra Bonus Action for both, may not use more than one rush in one turn and refreshes at the end of a Short or long rest
Final Archetype Choice[edit]
At 18th level for both Archetypes, they gain access to two final options to choose from.
- Critical Strike: Using 5 Dancer's Will you can take one attack that hit and change it into a critical
- Protective Vault: For the cost of 6 Dancer's Will, When a creature you can see attacks a target other than you that is within 10 feet you can Vault to the Hostile creature and impose Disadvantage on their next attacks, if they miss any attacks you may retaliate with your own attack
- Eye Swipe For the cost of 8 Dancer's Will, when you land a successful strike the target is considered blind until the end of their next turn
- Weak Point: Using 8 Dancer's Will you can take one attack that hit and deal double damage of what your roll was, must be stated before rolling damage
- Seduction: Using 10 dancer's will you try to seduce the target creature with your mystical dance given only to those who follow this path. Must be on the opposite Gender, and If successful the target creature becomes charmed by you and for 1 turn if within 5 feet you gain advantage on any attacks and saving throws made to that creature for the next minute. Wisdom save DC of 10 + prof + Charisma
Infinite Combo Pool[edit]
At 20th level, The amount of points you can hold are infinite but still decay at the end of Combat.
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