Bladedancer (5e Class)

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Bladedancer[edit]

More Than a Dual Wielding Savage[edit]

There's a sudden flash as four orcs drop to their knees, their guts split side to side. The Dancer paused only for a moment, before taking off again at blistering speed to fell more foes.

An elf gracefully bows to the on-coming horde, before starting a dance she knows all too well. As her enemies rush in, they find all their attacks seem to strike only air as she glides around her prey. With a flash of steel, they drop one by one, before the elf gracefully glides her way to the next foe.

Creating a Bladedancer[edit]

How did your character learn such a deadly dance? Were they a dancer who learned how to defend themselves in a rough neighborhood? Is it a tradition of their tribe to practice such a dance? Were they simply a dancer with no combat experience, who started to perfect their art after an impromptu fight?

Quick Build

You can make a bladedancer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom or Charisma. Second, choose the entertainer background.

Class Features

As a Bladedancer you gain the following class features.

Hit Points

Hit Dice: 1d10 per Bladedancer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Bladedancer level after 1st

Proficiencies

Armor: none
Weapons: Simple ranged weapons, daggers, sickles, battleaxes, glaives, longswords, rapiers, scimitars, shortswords
Tools: Disguise Kit, Artisian tools
Saving Throws: Dexterity, Charisma
Skills: Choose 3 from Acrobatics, History, Perception, Performance, Sleight of Hand and Survival

Equipment

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

  • Two Daggers
  • (a) 2 scimitars or (b) 2 shortswords
  • (a) A Disguise Kit or (b) Artisan Tool Kit
  • (a) An Explorer's Pack or (b) A Dungeoneer's Pack

Table: The Bladedancer

Level Proficiency
Bonus
Unarmored Movement Performance Points Dances of Death Features
1st +2 Art of the Dance
2nd +2 +5 ft. 2 Performance Points, Unarmored Movement, Fighting Style
3rd +2 +5 ft. 3 Dance Step
4th +2 +5 ft. 4 Ability Score Improvement
5th +3 +10 ft. 5 Extra Attack
6th +3 +10 ft. 6 2 Dance of Death
7th +3 +10 ft. 7 3 Dance Step Feature, Additional Fighting Style (2)
8th +3 +15 ft. 8 3 Ability Score Improvement
9th +4 +15 ft. 9 3
10th +4 +15 ft. 10 4 Dance-Time
11th +4 +20 ft. 11 4 Unbelievable Physique
12th +4 +20 ft. 12 4 Ability Score Improvement
13th +5 +20 ft. 13 4 Dance Step Feature
14th +5 +25 ft. 14 4 Unbelievable Physique Improvement
15th +5 +25 ft. 15 5 Additional Fighting Style (3)
16th +5 +25 ft. 16 5 Ability Score Improvement
17th +6 +30 ft. 17 5 Dance Step Feature
18th +6 +30 ft. 18 5 Unbelievable Physique Improvement
19th +6 +30 ft. 19 5 Ability Score Improvement
20th +6 +35 ft. 20 5 Ability Score Improvement (max 22), Dance Step Feature

Class Features[edit]

Art of the Dance[edit]

Limber and fluid with your motions, you gain the following benefits:

  • As a bonus action, you may take the dash, disengage or dodge action.
  • When calculating the maximum for your high jump and long jump, you use your dexterity rather than your strength.

Performance Points[edit]

At 2nd level, you gain performance points, as shown on the bladedancer table, which you can use to fuel various features. All spent performance points are regained after completing a short or a long rest.

Unarmored Movement[edit]

Starting at 2nd level, your speed increases by 5 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain bladedancer levels, as shown in the bladedancer table. Additionally, if you move more than 10 feet on your turn, you may spend 2 performance points to impose disadvantage on all ranged attacks against you until the end of your next turn.

Fighting Style[edit]

Beginning at 2nd level, you may adopt one fighting style of your choice. You may adopt additional fighting styles when you reach 7th and 15th level. Whenever you gain an odd-numbered level in this class, you may switch out one of your fighting styles for another.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmored Defense

While you wear no armor you may add +1 to your AC.

Bladed Flurry

Prerequisite: 11th level

You get one extra attack when you take the attack action and are wielding two finesse weapons.

Tactical Swings

All weapons that you are proficient with as a bladedancer may use your dexterity modifier rather than strength, even if they do not have the finesse property.

The Long Arm

Prerequisite: 5th level, STR 13 or higher

You become proficient in one type of 2-handed weapon that deals slashing or piercing damage, and can wield that type of weapon with one hand as though it had the 1-handed property. If a weapon with the versatile property is chosen, you can always use the 2-handed weapon die. You still use your strength modifier unless stated elsewhere.

Improv

When you take the attack action and are wielding two weapons, you can use a bonus action to throw one of those weapons (range 30/60) as long as it has the finesse property.

Dance Step[edit]

Beginning at 3rd level, you start to get into the swing of your dance. You may choose one dance step, and gain features for it. You gain additional features for your dance step at the 7th, 13th, 17th and 20th level.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th, 19th and 20th 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, except at level 20.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Dance Of Death[edit]

At 6th level, you dance and move with grace as enemies drop at your feet. You learn 2 dances. You can replace a normal attack on your turn with one of these dances at the cost of performance points. If a dance requires a target to make a saving throw, the DC is equal to 8 + your proficiency bonus + your dexterity modifier. You learn additional dances as shown in the dances of death column in the bladedancer table. Whenever you gain a level in this class, you may switch out one of your dances of death for another one.

Aerial Ballad, 2 performance points

You jump over a creature size medium or smaller. As you do make a single attack roll. You deal an additional 2d8 damage and they must make a dexterity saving throw. If they fail they are pushed 10 feet back and are knocked prone.

Fierce Attack, 3 performance points

Make a single attack, adding 1d8 if it hits. The extra damage increases to 2d8 when you reach 10th level, 3d8 at 13th level, 4d8 at 16th level, and 5d8 at 19th level.

Flurry of the Beat, 2 performance points

Make two weapon attacks instead of one.

Motion Blur, 2 performance points

You make a surprise attack as you glide past. You empower your next attack, providing you moved at least 5 feet this turn. Your next attack before the end of your turn is an automatic critical if you hit.

Natural Enhancement, 1 performance point

You focus on your blade as it takes in natural energy. Make a single attack roll, choosing one damage type. Your weapon's damage is changed to the chosen type, and you deal an additional 1d6 damage for that attack.

Parrying Attack, 1 performance point

Make a weapon attack. If it hits, you may use a reaction before the start of your next turn, when you are hit by a melee weapon attack, to reduce the attack's damage by an amount equal to the damage rolled by your attack. If you used this dance multiple times on your turn, you reduce the damage by an amount equal to the total damage rolled on all of the attacks you made that used this dance.

Precision Footwork, 1 performance point

Make a single attack. Your critical strike range increases by 1 until the start of your next turn. (can only be picked max of 2 times per turn)

Tripping Attack, 1 performance point

You make a special weapon attack. On a hit, the target must make a dexterity saving throw. On a failed save, the target takes the damage and is knocked prone. On a success, the enemy stays standing and takes no damage.

Whirlwind, 1 performance point

You spin on the spot and attack all creatures in a 5 foot range.

Dance-Time[edit]

Starting at 10th level, you may add your Charisma modifier to your initiative roll in addition to adding your Dexterity modifier. Additionally, while dual wielding, you gain a +1 to hit with all finesse weapons.

Unbelievable Physique[edit]

At 11th level you have pushed the extremes with your body. Your muscles tone to perfection as your form grows to match your talent. Your Dexterity score increases by 2, to a maximum of 22. This increases by another 2 at 14th level, to a maximum of 24, and 2 more at 18th level, to a maximum of 26.

Dance Steps[edit]

Step of the Inferno[edit]

There is a fire burning within you, one that will consume you if you let it. As your fury rises, that fire begins to affect your fighting, hurting your opponents and sometimes yourself.

Furious Strike

When you select this step at level 3, you learn to land deadly strikes as you pass by your opponents. As part of your movement, you may spend 3 performance points to make a single weapon attack. You may do this multiple times on your turn, but you must select a different target each time.

Relentless Dance

At level 7, your relentlessness pushes you to your limit. With each attack, you may use a number of dances of death equal to your constitution modifier (minimum 1), stacking the effects. For example, if you use both whirlwind and aerial ballad, you may jump over 1 of your targets, but you deal the extra damage to all of them, and which ones are within your reach depends on where you land.

Destructive Fury

At level 13, you've manifested the fire of your rage into an actual flame. You automatically add 1d6 fire damage to each of your weapon attacks. Additionally, when you hit a creature with your first attack on your turn, you may spend 5 performance points. If you do, you gain an additional attack on that same creature for each attack that hits this turn, including the extra attacks you gain from this. After you use this feature, you suffer 1 level of exhaustion for every 10 additional attacks you made this turn.

Blazing Strike

At level 17, you learn to overload the flame enhancements of your attacks. When you hit a creature with an attack, you may choose to take additional fire damage, causing your target to take double that damage. If either you or your opponent are immune to fire damage, you are treated as merely resistant to this damage. You may not deal more damage to yourself from this than it would take to kill you instantly, and if you are reduced to 0 hit points by this feature, you do not die or fall unconscious until the end of the current turn, even if you take additional damage.

Infernal Will

At level 20, your sheer willpower pushes you past your limits, and you may burn your energy away much faster than most. At any time while conscious, you may use an action to gain the benefits of a short or long rest. If it is a short rest, you must succeed on a DC 17 constitution saving throw or suffer 1 level of exhaustion. If it is a long rest, you automatically suffer 2 levels of exhaustion, and do not reduce your exhaustion level from the rest. This feature cannot save you from instant death.

Step of the Stars[edit]

[needs rebalancing]

You have gained a special connection to the heavens, possibly out of grief for your fallen companions, or perhaps from your desire to feel close to those who cannot be with you. You learn to rely on the strength of the fallen, as well as the knowledge of those close to you.

Spirits of the Fallen

When you select this step at 3rd level, you learn to call upon those you've lost, asking them to lend you their abilities. If an ally you have known for at least 24 hours has died, and their soul is willing, you may take 10 minutes to infuse an object or marking associated with them with their spirit. Alternatively, you may have a valuable object with which you infuse all of your spirits. When you do this, you gain the ability to use their spirit to do things like bolster your attacks or call upon their wittiness. You must choose a single favored ability score to associate with that spirit, which you can change at the end of a long rest. The benefits you gain from a spirit depend on the score the spirit had in the favored ability when it was alive.

You may also attune to a specific spirit when you finish a long rest. After this, you may use a bonus action to switch between your spirits a number of times equal to your wisdom modifier (minimum 1) per long rest. When you are attuned to a spirit, you gain special benefits that you do not get from the other spirits.

When you lose the object or marking associated with a spirit, you may spend an hour to infuse their spirit with a new object or marking.

Heavenly Prowess

At 3rd level, your weapon attacks deal additional damage equal to the favored ability modifier of the spirit you are attuned to. The damage type depends on the favored ability:

  • Strength: fire
  • Dexterity: lightning
  • Constitution: poison
  • Intelligence: psychic
  • Wisdom: force
  • Charisma: radiant

Additionally, when you make an ability check, attack roll or saving throw, you may choose a spirit whose favored ability is associated with the roll, and use their ability modifier, as well as either your proficiency bonus or theirs if either one of you is proficient. You may do this after the roll is made, but before the outcome is determined. You may use this feature a number of times equal to your wisdom modifier, and regain all expended uses when you finish a short rest.

Spiritual Guidance

At 7th level, your spiritual connection grows, and you can even use it to communicate with the living. When unsure of what to do, you may use an action to ask an absent creature, dead or alive, that you have known for at least a year, what they would do, at which point they give a telepathic response as decided by the player who controls that character (the DM if it is not a player character or the player is absent), subconsciously if alive, of what they would do, and you gain advantage on any ability check made to follow their advice. A living recipient of this question is unaware that this interaction has transpired unless it succeeds on a wisdom check (DC = 8 + your proficiency bonus + your wisdom modifier), in which case it gains an understanding that you have sough guidance from it. Once you use this ability, you may not use it again until you finish a short or long rest.

Additionally, your weapon attacks count as magical for the purpose of overcoming resistances and immunities, and once on each of your turns, you may spend 4 performance points to gain advantage on your next attack, dealing 2d10 additional damage of the type associated with the favored ability of the spirit you are attuned to if it hits.

Spectral Guardian

At 13th level, as an action, you may spend 6 performance points to summon the spectral form of the spirit you are attuned to. The form lasts a minute, you cannot use spiritual guidance while it is active, and you must maintain your concentration on it.

The spirit maintains its spells, spell slots, ability scores, proficiencies, highest attack bonus, equipment (in spectral form), number of attacks, and hit point maximum it had before it died (except for any harmful effects that reduced these), in addition to a flying speed of 30 feet, and rolls its own initiative in combat. You control its every move. The guardian disappears if it casts a spell or is reduced to 0 hit points. Additionally, any weapon attack it makes has advantage if it is within 5 feet of you, and deals 1d10 radiant damage instead of the weapon's normal damage. The spirit may forgo its action to add its favored ability modifier to either your armor class or your attack rolls until the start of its next turn.

Celestial Protection

At 17th level, the heavenly protection of your spirits grows stronger. You can attune to 2 spirits at a time, and have resistance to the damage types associated with their favored abilities. Both spirits appear when you use spectral guardian if you spend an additional 2 performance points. Additionally, you may spend 3 performance points to reroll a failed death saving throw and take either roll.

Will of the Fallen

At 20th level, you have achieved a unique bond with your spirits. Your spectral guardians no longer require concentration or disappear when they cast a spell. Additionally, if you hit a creature with a weapon attack, you may then make an additional attack for each spirit you have in your possession, each one using both the favored ability modifiers of the spirits you are attuned to. Once you use this ability, you suffer 2 levels of exhaustion, and you must finish a number of long rests equal to the number of spirits in your possession before you can use it again.

Step of the Storm[edit]

As you grow and train, you sense your speed and magical attunement increasing. With each attack, the power of the sky courses through your sword. Your blades crackle with lightning as you strike, and on each hit a clap of thunder can be heard as your opponent turns to dust and falls to the floor.

Lighting Blade

When you select this step at level 3, you learn to channel lightning through your attacks. When you hit a creature with a melee weapon attack, you can spend up to 5 performance points to deal an additional 1d8 lightning damage per performance point spent.

Lightning Reflexes

At level 7, you can react to the slightest sign of faltering. If you fall prone, you may stand back up as a reaction. Additionally, if you roll a 1 for the damage of a weapon you may re-roll it but you must take the new roll.

Split Second To Impact

Starting at level 13, If you roll a 1 to hit you can re-roll it. You may use this ability equal to your Dexterity modifier times per day. Additionally, if you land a critical hit, you deal an additional 2d8 lightning damage.

You now critically strike on a 19 or 20.

Master the Lightning

Starting at level 17, if there is a storm happening during combat you can use the electrical forces in the air to naturally empower your attacks with lightning, all of your attacks are under the effect of lightning blade without the cost of any performance points. Additonally, the added lightning damage to your critical hits is increased to 5d8.

Master the Storm

Starting at level 20, you have mastered lightning and with it the Storm. You may now cast Control Weather once per long rest (spellcasting ability Charisma). When you cast Control Weather you must choose from the following:

  • Precipitation:
* Overcast
* Rain
* Torrential Rain


  • Temperature:
* Hot
* Warm
* Cool
* Cold


  • Wind:
* Strong Wind
* Gale
* Storm

Additionally, you now land a critical hit on an 18-20.

Step of the Wind[edit]

As your agility increases and your senses heighten, you learn to move with the wind. Your opponents find it harder to hit you, while you continue to strike with the same deadly accuracy, possibly even deadlier as your blades cut through the air and your foes like it's nothing.

One with the Wind

When you pick this step at 3rd level, you become more attuned to your surroundings, and know just the right moment to strike. As long as you aren't wearing armor or a shield, your base armor class equals 10 + your Dexterity modifier + your Wisdom modifier. Additionally, if a creature misses you with an attack, you may spend 3 performance points and use your reaction to make a single weapon attack against that creature. You may spend an additional performance point during this to also make an offhand attack against that creature. You may use Dance of Death on these attacks.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a Fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Patient Strike

At 13th level, you've learned to turn your failure into opportunity. When you miss with an attack that did not have disadvantage, all attacks against you until the start of your next turn have disadvantage. You may spend 5 performance points when this happens to gain advantage on all of your weapon attacks until the end of your next turn.

Balance on the Brink

At 17th level, you can control your movements even as you fall, knowing exactly how to land in such a way that you hold together. You can become stable even when under effects that would normally prevent one from becoming stable, such as a magical effect or when you are underwater. Additionally, when making a death saving throw, you may spend 3 performance points to make a Wisdom saving throw instead of the normal death saving throw.

Elusive

At 20th level, you consistently move with the wind. Other creatures cannot gain advantage on attacks against you, and attacks that hit you cannot be critical. Additionally, when a creature attacking you rolls what would normally be a critical, it still does not hit unless the total roll equals or exceeds your armor class.

Multiclassing[edit]

Prerequisites[edit]

To qualify for multiclassing into the bladedancer class, you must meet these prerequisites:

• You must have Dexterity score of 15.

Proficiencies[edit]

When you multiclass into the bladedancer class, you gain 1 proficiency from the class skill list, as well as one type of artisan's tools and finesse weapons.


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