Additionally, whenever you make a Dexterity saving throw against an effect which halves the damage you take on a success, you can spend 1 focus point to make the effect deal half damage on a failure, and no damage on a success.

Starting when you choose this school at 3rd level, you learn to traverse the battlefield with unusual grace and quickness. You can Dash or Disengage as a bonus action.

You can only use one type of steeldance per action, but you can apply the same steeldance to multiple summoned weapons, increasing the focus point cost accordingly.

When you receive this feature, you choose 3 steeldances (detailed in the list below) that you can use. You learn a new steeldance at 7th, 10th and 15th level. Each time you learn new steeldances, you can also replace one dance you know with a different one.

Starting at 3rd level, your training in various fighting techniques with summoned weapons allows you to perform combat moves, called "steeldances".

At 6th level, your training has put you in a heightened state of awareness. You have advantage on initiative rolls, and you can spend 1 focus point to negate surprise at the beginning of combat.

At 11th level, your movement flows like water and very few things can hinder it. You gain advantage on Acrobatics checks and your movement speed increases by 10 feet.

Additionally, you receive one free use of a known steeldance of your choice. This feature replenishes after a long rest.

At 17th level, your summoned weapons become an extension of you, and you learn to swap them freely. Changing sets of summoned weapons now takes a bonus action.

Steeldances

Dances are presented in an alphabetical order.

Booming Metal. As a bonus action, you charge your weapons with thunderous force, spending 1 focus point for each one. The weapon deals bonus 1d6 thunder damage, audible at 300 feet away. and its target must make a Strength saving throw. If failed, the target is pushed 15 feet in a direction of your choosing. This lasts until the end of your turn.

Evasion Dance. As a reaction, you can spend 1 focus point to roll 1d8 and add the number rolled to your AC until the beginning of your next turn.

Focus Frenzy. (requires 15th level) As an action, you can spend 3 focus points to continue making attack rolls against a single target as long as you keep hitting it. Subsequent attacks after the first one do not receive the Strength or Dexterity modifier.

Hail of Steel. (requires 10th level) As an action, you can spend 2 focus points and pick a point within range. Various pieces of metal rain down in a 10-foot radius from the point you chose. Each creature must make a Dexterity saving throw. On a failure, they suffer 1d8 bludgeoning, 1d8 piercing and 1d8 slashing damage. On a success, they suffer half as much.

Iron Magnitude. As a bonus action, you can spend 1 focus point for every summoned weapon you wish to temporarily enlarge. All affected weapons roll double the damage dice for one turn.

Magnetic Pulse. (requires 7th level) As an action, you can spend 2 focus points to pull your foes towards your magnetic aura. Every creature that you can see within a 20 feet radius of you that uses metal as a weapon or armor must make a Strength saving throw. If failed, they are pulled 10 feet towards you.

Metal Flourish. (requires 10th level) As an action, you can spend 3 focus points to target every creature of your choice in a 15-foot radius with the 1st tier variant of your readied weapon set. Make a separate attack roll for each one.

Piercing Metal. (requires 15th level) When you make an attack roll with a summoned weapon, you can instead choose to target a 30-foot line originating from you with each attack. You spend 1 focus point for each line you create. Make a separate attack roll for every creature affected.

Precision Attack. When you make an attack against a creature, you can spend 1 focus point to gain advantage on the attack roll. This steeldance can be used alongside one others.

Projectile Deflection. As a reaction, you can spend 1 focus point to use your weapon to knock an arrow or a similarly sized projectile off course. Roll a d12 and add your Dexterity modifier. If the total damage of the projectile is lower than the number you received, the projectile is shattered and does no damage. If its damage is greater, subtract the number you rolled from the damage roll of the projectile.

Psionic Riposte. When a creature misses you with a melee attack, you can spend 1 focus point to make one melee attack against them.

Satellite Strike. (requires 7th level) When you make an attack roll against a creature, you can choose to spend up to 3 focus points to make up to 3 more attack rolls on the same target.

Steel Distraction. When you hit a creature with an attack, you can spend 1 focus point to give advantage to the next attack roll against it.

Steel of Life. (requires 7th level) As a bonus action, you can temporarily imbue any number of summoned weapons with the power to affect the very forces of life and death, spending 1 focus point for each one. Affected weapons deal bonus 1d8 radiant or necrotic damage (your choice) for 1 turn.

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Created by Mladjone.