Blade Dancer
Blade Dancers are duelist-athletes, temple-trained guardians, and court performers who turn motion into art and art into violence. They are equally at home on a rain-slick roof, in the center of a formal duel, or cutting through a battlefield line with a smile and a bow. Their schools teach that a blade is only as elegant as the body that guides it, so they train footwork, breath, balance, and presence as carefully as swordplay. A Blade Dancer is rarely slow, rarely still, and almost never ordinary. Some serve noble houses, some wander as bodyguards or mercenaries, and some seek enlightenment through perfect motion, but all treat the battlefield as a stage where discipline, grace, and timing decide who survives.
Class Features
Proficiencies
Starting Equipment
Class Resources
Flow Dice fuel the Blade Dancer's techniques. You start with 2 Flow Dice at 1st level. You have 3 at 5th level, 4 at 9th level, 5 at 13th level, and 6 at 17th level. The die size increases from d6 to d8 at 5th level, to d10 at 13th level, and to d12 at 17th level.
Class Abilities
Martial Abilities
Swift Cut
You turn a running step into a precise strike. When you take the Attack action, you can replace one of your attacks with this technique. You must have moved at least 10 feet on your turn before making the attack, and you must be wielding a melee weapon. On a hit, the target takes the weapon's normal damage plus one Flow Die of slashing damage, and you can move up to 10 feet without provoking opportunity attacks. At 17th level, the movement granted by this technique increases to 15 feet.
Action. One melee weapon attack against one creature within your reach. On hit, deal weapon damage plus 1 Flow Die slashing damage, then move up to 10 feet without provoking opportunity attacks. Resource cost: 1 Flow Die. Scaling: the extra damage automatically improves as your Flow Dice improve at 5th, 13th, and 17th level.
Must have moved at least 10 feet on your turn, Must be wielding a melee weapon
Glittering Feint
You turn the eye of the crowd into a weapon. As a bonus action, choose one creature that can see you within 15 feet. The target makes a Wisdom saving throw. On a failure, it can't take reactions and the first attack roll you make against it before the end of your next turn has advantage; if that attack hits, it deals extra damage equal to the Flow Die you spent. On a success, it still can't take reactions until the start of its next turn. This technique is as much performance as blade work, and it works even without landing the follow-up strike.
Bonus Action. One creature that can see you within 15 feet makes a Wisdom saving throw against your Blade Dancer save DC. On a failure, the target cannot take reactions and the first attack you make against it before the end of your next turn has advantage; if that attack hits, it deals extra damage equal to the Flow Die you spent. On a success, the target still cannot take reactions until the start of its next turn. Resource cost: 1 Flow Die. Scaling: the die improves with your Flow Dice progression.
Target must be able to see you
Rising Vault
You leap into height and angle your descent. As a bonus action, spend 1 Flow Die. Until the end of the turn, your jump distance is tripled and you can move up to 15 feet vertically as part of your movement without falling, provided you end on a surface that can support you. If you land within your reach of a creature after this movement, the next melee weapon hit you score against that creature before the end of the turn deals extra damage equal to the Flow Die roll.
Bonus Action. Self. Spend 1 Flow Die. Until the end of the turn, your jump distance is tripled and you can move up to 15 feet vertically as part of your movement without falling, provided you end on a surface that can support you. If you hit a creature within your reach after this movement before the end of the turn, that hit deals extra damage equal to the Flow Die roll. Resource cost: 1 Flow Die.
Guarding Parry
You meet force with a tighter line of steel. When a creature hits you with a melee attack, you can use your reaction and spend 1 Flow Die to add the die roll plus your Dexterity modifier to your AC against that attack. If the attack misses, you reduce the damage to 0 and can move 5 feet without provoking opportunity attacks.
Reaction. Self. When a creature hits you with a melee attack, spend 1 Flow Die and roll it. Add the result plus your Dexterity modifier to your AC against that attack. If the attack misses because of this bonus, you take no damage from it and can move 5 feet without provoking opportunity attacks. Resource cost: 1 Flow Die.
You must be wearing light armor or no armor and no shield
Sweeping Crescent
You cut in a wide arc that catches more than one foe. As an action, choose one creature within your reach and a second creature of your choice within 5 feet of the first creature. Make a melee weapon attack against each target. On a hit, each target takes the weapon's normal damage plus one Flow Die of slashing damage. If both targets are hit, one of them must succeed on a Strength saving throw or be knocked prone.
Action. Two creatures, each within your reach and within 5 feet of the other. Make one melee weapon attack against each target. On a hit, each target takes weapon damage plus 1 Flow Die slashing damage. If both targets are hit, one target of your choice must make a Strength saving throw against your Blade Dancer save DC or be knocked prone. Resource cost: 1 Flow Die. Scaling: the extra damage improves with your Flow Die progression.
Must be wielding a melee weapon
Slicing Retreat
When an enemy overextends, you carve a path out. When a creature misses you with a melee attack, you can use your reaction and spend 1 Flow Die to move up to half your speed without provoking opportunity attacks. If you end this movement within your reach of the creature that missed you, you can make one melee weapon attack against it. On a hit, the attack deals normal weapon damage plus the Flow Die you spent.
Reaction. Self. Trigger: a creature misses you with a melee attack. Move up to half your speed without provoking opportunity attacks. If you end within reach of the triggering creature, make one melee weapon attack against it. On a hit, it takes weapon damage plus the spent Flow Die as slashing damage. Resource cost: 1 Flow Die.
A creature must miss you with a melee attack
Disarming Edge
You cut not just flesh but intent. When you hit a creature with a melee weapon attack, you can spend 1 Flow Die to force it to make a Strength saving throw. On a failure, the target drops one held object of your choice into an unoccupied space at its feet and cannot take reactions until the start of your next turn. On a success, it keeps hold of the object but still cannot take reactions until the start of your next turn.
Triggered by a hit from a melee weapon attack. Spend 1 Flow Die. The target makes a Strength saving throw against your Blade Dancer save DC. On a failure, it drops one held object of your choice into an unoccupied space at its feet and cannot take reactions until the start of your next turn. On a success, it does not drop the object but still cannot take reactions until the start of your next turn. Resource cost: 1 Flow Die.
Must be wielding a melee weapon
Whirling Guard
You become a moving wall of steel. As an action, spend 2 Flow Dice. Until the start of your next turn, your AC increases by 2. In addition, once before then, when a creature enters a space within your reach or misses you with an attack, you can use your reaction to make one melee weapon attack against that creature. On a hit, the attack deals the weapon's normal damage plus one Flow Die of slashing damage.
Action. Self. Spend 2 Flow Dice. Until the start of your next turn, your AC increases by 2. In addition, once before then, when a creature enters a space within your reach or misses you with an attack, you can use your reaction to make one melee weapon attack against that creature. On a hit, it takes weapon damage plus 1 Flow Die slashing damage. You can make only one reaction attack from this technique before the start of your next turn. Resource cost: 2 Flow Dice.
Cloudrunner Leap
You skim impossible surfaces with a dancer's control. As a bonus action, spend 1 Flow Die. Until the end of the turn, you can move across vertical surfaces and across liquids without falling during the movement, and your long jump and high jump distances are tripled. If you end your turn in a space that cannot support you, you fall at the end of the turn.
Bonus Action. Self. Spend 1 Flow Die. Until the end of the turn, you can move across vertical surfaces and liquids without falling during the movement, and your long jump and high jump distances are tripled. If you end your turn in a space that cannot support you, you fall at the end of the turn. Resource cost: 1 Flow Die.
Passing Strike
You do not stop when one cut lands. When you hit a creature with a melee weapon attack on your turn, you can spend 1 Flow Die to move up to 10 feet without provoking opportunity attacks and then make one melee weapon attack against a different creature within your reach. On a hit, the second attack deals its normal weapon damage plus the Flow Die you spent as slashing damage.
Triggered by a hit with a melee weapon attack on your turn. Spend 1 Flow Die. Move up to 10 feet without provoking opportunity attacks, then make one melee weapon attack against a different creature within your reach. On a hit, the second attack deals normal weapon damage plus the spent Flow Die as slashing damage. Resource cost: 1 Flow Die.
You must have hit a creature with a melee weapon attack on your turn
Severing Blow
You aim to end an enemy's ability to answer. Replace one attack with a melee weapon attack against one creature within your reach. On a hit, the target takes the weapon's normal damage plus one Flow Die of slashing damage, then must succeed on a Constitution saving throw or its speed becomes 0 and it cannot take reactions until the start of your next turn.
Action. Replace one attack from the Attack action. One creature within your reach. Make a melee weapon attack. On a hit, the target takes weapon damage plus 1 Flow Die slashing damage, then makes a Constitution saving throw against your Blade Dancer save DC. On a failure, its speed becomes 0 and it cannot take reactions until the start of your next turn. Resource cost: 1 Flow Die.
Must be wielding a melee weapon
Empty Circle
You refuse the point of impact by not being there. When a creature you can see hits you with an attack, or when you fail a Dexterity saving throw, you can use your reaction and spend 1 Flow Die to reduce the damage you take by the Flow Die result plus your Dexterity modifier plus your proficiency bonus. If the damage is reduced to 0, you can move up to 10 feet without provoking opportunity attacks.
Reaction. Self. Trigger: a creature you can see hits you with an attack, or you fail a Dexterity saving throw. Spend 1 Flow Die and reduce the damage you take by the Flow Die roll plus your Dexterity modifier plus your proficiency bonus. If the damage is reduced to 0, you can move up to 10 feet without provoking opportunity attacks. Resource cost: 1 Flow Die.
Thousand Petals
You become a blur of simultaneous cuts. As an action, spend 2 Flow Dice and make up to three melee weapon attacks, each against a different creature within your reach. Each hit deals the weapon's normal damage plus one Flow Die of slashing damage. If at least one attack hits, you can move up to 10 feet without provoking opportunity attacks after the attacks resolve.
Action. Self. Spend 2 Flow Dice. Make up to three melee weapon attacks, each against a different creature within your reach. Each hit deals weapon damage plus 1 Flow Die slashing damage. If at least one attack hits, you can move up to 10 feet without provoking opportunity attacks after the attacks resolve. Resource cost: 2 Flow Dice.
Must be wielding a melee weapon
Blinding Flourish
You turn brilliance and motion into a battlefield weapon. As an action, spend 1 Flow Die. Each creature of your choice within 5 feet of you that can see you must make a Dexterity saving throw. On a failure, a creature takes slashing damage equal to the Flow Die result plus your Dexterity modifier and is blinded until the start of your next turn. On a success, it takes no damage and cannot take reactions until the start of its next turn.
Action. Self. Spend 1 Flow Die. Each creature of your choice within 5 feet of you that can see you makes a Dexterity saving throw against your Blade Dancer save DC. On a failure, it takes slashing damage equal to the Flow Die roll plus your Dexterity modifier and is blinded until the start of your next turn. On a success, it takes no damage and cannot take reactions until the start of its next turn. Resource cost: 1 Flow Die.
Targets must be able to see you
Final Blossom
You end duels with a single decisive opening. As an action, choose one creature within your reach that has no more than half its hit point maximum. Spend 2 Flow Dice and make one melee weapon attack against it with advantage. On a hit, the target takes the weapon's normal damage plus two Flow Dice of slashing damage and must succeed on a Strength saving throw or be knocked prone and pushed 10 feet directly away from you. You still spend the Flow Dice if the attack misses.
Action. One creature within your reach that has no more than half its hit point maximum. Spend 2 Flow Dice and make one melee weapon attack with advantage. On a hit, the target takes weapon damage plus 2 Flow Dice slashing damage, then makes a Strength saving throw against your Blade Dancer save DC. On a failure, it is knocked prone and pushed 10 feet directly away from you. You spend the Flow Dice whether the attack hits or misses. Resource cost: 2 Flow Dice.
Target must have no more than half its hit points maximum
Heavenly Spiral
You become the closing stroke of a battle-poem. As an action, spend 2 Flow Dice and make one melee weapon attack against each creature of your choice within your reach, up to a number equal to your proficiency bonus. Each hit deals the weapon's normal damage plus one Flow Die of slashing damage. After the attacks resolve, you can move up to half your speed without provoking opportunity attacks from creatures you hit with this technique.
Action. One melee weapon attack against each creature of your choice within your reach, up to a number equal to your proficiency bonus. Spend 2 Flow Dice. Each hit deals weapon damage plus 1 Flow Die slashing damage. After the attacks resolve, you can move up to half your speed without provoking opportunity attacks from creatures you hit with this technique. Resource cost: 2 Flow Dice.
Must be wielding a melee weapon
Class Progression
| Level | Prof. | Features | Resources | Spell Slots |
|---|---|---|---|---|
| 1 | +2 | Blade Dancer Training, Momentum Cut | Flow Dice: 2d6 Momentum Cut: 1d6 | - |
| 2 | +2 | Blade Techniques | - | - |
| 3 | +2 | Subclass Feature | - | - |
| 4 | +2 | Ability Score Improvement or feat | - | - |
| 5 | +3 | Extra Attack, Blade Technique | Flow Dice: 3d8 | - |
| 6 | +3 | Flow Step | - | - |
| 7 | +3 | Subclass Feature | - | - |
| 8 | +3 | Ability Score Improvement or feat | - | - |
| 9 | +4 | Wall-Running Grace, Blade Technique | Flow Dice: 4d8 | - |
| 10 | +4 | Subclass Feature | - | - |
| 11 | +4 | Improved Momentum Cut | Momentum Cut: 1d8 | - |
| 12 | +4 | Ability Score Improvement or feat | - | - |
| 13 | +5 | Blade Technique | Flow Dice: 5d10 | - |
| 14 | +5 | Evasion | - | - |
| 15 | +5 | Subclass Feature | - | - |
| 16 | +5 | Ability Score Improvement or feat | - | - |
| 17 | +6 | Perfect Rhythm, Blade Technique | Flow Dice: 6d12 Momentum Cut: 1d10 | - |
| 18 | +6 | Subclass Feature | - | - |
| 19 | +6 | Ability Score Improvement or feat | - | - |
| 20 | +6 | Perfect Form | - | - |
Class Features
Blade Dancer Training (Level 1)
Momentum Cut (Level 1)
Blade Techniques (Level 2)
Extra Attack (Level 5)
Flow Step (Level 6)
Wall-Running Grace (Level 9)
Improved Momentum Cut (Level 11)
Evasion (Level 14)
Perfect Rhythm (Level 17)
Perfect Form (Level 20)
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