Blade Dancer

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 as extensions of your very being.

Dancing Blade

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:

When an enemy makes an attack against you, you may as a reaction make a Dexterity (Acrobatics) check. If the result of your check beats their attack roll the resulting damage is halved. You may only do this once per long rest. Upon reaching 14th level you may use this ability once every short rest instead.

Most melee weapons you have proficiency in are considered Finesse weapons. Exceptions include Battleaxes, Clubs, Hammers, and all weapons with the Heavy or two-handed property. Versatile weapons cease to be Finesse while two-handed.

You gain proficiency with Warglaives. (A heavy double bladed weapon - 1d8 slashing damage.)

Warglaive A warglaive is a special martial melee weapon available only to the blade dancer, resembling a curved sword with a blade on each end of the hilt. A single attack with the warglaive uses only one end of the weapon, a bonus action can be used to attack with the opposite end of the warglaive similar to attacking with an offhand weapon. Two Weapon Fighting applies to this weapon as long as you have the Dual Wielder feat. Warglaives are considered Finesse weapons but cannot benefit from the Great Weapon Master feat despite being two-handed and having the heavy property.

Dance of a Feather

At 7th level, you may gain proficiency in Dexterity (Acrobatics). If you already have proficiency from another source you may instead choose to gain proficiency in another Dexterity skill or toolset (at the DM's discretion). You may not use this feature to gain expertise in any skill.

Also, if you fall a distance of less than 15 feet you will roll upon landing, absorbing the impact of the fall, recieving no damage and landing on your feet. If you fall more than 15 feet you remain prone and take half damage.











































Dance of the Lotus

At 10th level, you may pass through a space occupied by an enemy that you've attacked that turn. After you use this ability you cannot provoke attacks of opportunity from the enemy attacked or any other enemy within 5 feet of them until the start of your next turn. You have 3 uses of this ability which are regained after a short rest.

At 12th Level you gain Extra Attack (TWF). When you use your bonus action to make an attack as part of Two Weapon Fighting, you may make two additional attacks instead of the usual one.

Dance of the Master

At 15th level, You wield two weapons with the same ease that others can wield only one. You gain one of the following class options:

DANCE OF A FLOWER: Due to your mastery of the blade you can use your sword skills as a method of Performance. You also gain proficiency in Charisma (Performance) if you don't already have it.

UNEXPECTED DEATH: You score a critical hit with a 19 while using a bonus action to attack.

SWIFT BLADE: You may cast Haste on yourself once per long rest as an action.

Dance of the Wraith

At 18th level, Your mastery over your blades and body in movement is almost supernatural. When an attack would reduce you to 0 hp you may make a Dexterity saving throw to attempt to dodge the blow at the last minute causing the attack to miss your vitals (DC = 15). On a successful roll you only fall to 1 hp, however on a failed roll you fall unconscious as per usual. You may only use this ability once per short rest and you must have more than 1 hp when you choose to use the ability.

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