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

Hit Die d10
Primary Ability Dexterity, Wisdom
Saving Throws Dexterity, Wisdom
Archetype Martial
Ability Categories martial_abilities
Caster Progression None

Proficiencies

Armor Light armor
Weapons Simple weapons, Martial weapons
Tools One musical instrument or one gaming set
Skills Choose 2 from Acrobatics, Athletics, Insight, Intimidation, Perception, Performance, and Stealth

Starting Equipment

• Leather armor, a martial one-handed weapon, and two daggers
• Two martial one-handed weapons and an explorer's pack
• Two shortswords and an entertainer's pack
• A martial weapon, 10 darts, and 15 gp

Class Resources

Flow Dice Max 6 (After a short or long rest)

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.

Spending Spend Flow Dice only when a Blade Dancer feature or Blade Technique tells you to spend 1 or more Flow Dice. Unless the ability says otherwise, you spend the die before rolling it.
Recovery You regain all expended Flow Dice when you finish a short rest or long rest. Some class or subclass features may restore additional Flow Dice or modify when you regain them.

Class Abilities

Martial Abilities

Swift Cut
Action 1 Flow Die Level 1
Range Melee reach
Target One creature within your reach
Duration Instantaneous
Movement Move up to 10 feet without provoking opportunity attacks after the hit; 15 feet at 17th level
Attack / Save Melee weapon attack
Defense None

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.

Rules Text:

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.

Prerequisites:

Must have moved at least 10 feet on your turn, Must be wielding a melee weapon

Damage Effect
Attack: Melee weapon attack
Range: Melee reach
Target: One creature within your reach
Damage: Weapon damage + 1 Flow Die slashing (The Flow Die improves from d6 to d8 at 5th level, d10 at 13th level, and d12 at 17th level.)
Duration: Instantaneous
Movement: Move up to 10 feet without provoking opportunity attacks; 15 feet at 17th level
Defense: None
Resource: Spend 1 Flow Die
Glittering Feint
Bonus Action 1 Flow Die Level 1
Range 15 feet
Target One creature that can see you
Duration Until the end of your next turn
Movement None
Attack / Save Wisdom saving throw against your Blade Dancer save DC
Defense None

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.

Rules Text:

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.

Prerequisites:

Target must be able to see you

Debuff Effect
Saving Throw: Wisdom
Range: 15 feet
Target: One creature that can see you
Conditions: no reactions
Duration: Until the start of its next turn, or until the end of your next turn for the advantage rider
Defense: None
Resource: Spend 1 Flow Die
Rising Vault
Bonus Action 1 Flow Die Level 1
Range Self
Target Self
Duration Until the end of the turn
Movement Tripled jump distance and up to 15 feet of vertical movement without falling during the movement
Attack / Save None
Defense None

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.

Rules Text:

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.

Movement Effect
Range: Self
Target: Self
Duration: Until end of turn
Movement: Tripled jump distance and up to 15 feet of vertical movement without falling during the movement
Defense: None
Resource: Spend 1 Flow Die
Guarding Parry
Reaction 1 Flow Die Level 2
Range Self
Target Self
Duration Instantaneous
Movement Move 5 feet without provoking opportunity attacks if the attack misses
Attack / Save None
Defense Add the Flow Die roll + Dexterity modifier to your AC against one melee attack

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.

Rules Text:

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.

Prerequisites:

You must be wearing light armor or no armor and no shield

Defense Effect
Range: Self
Target: Self
Duration: Against one melee attack
Movement: Move 5 feet without provoking opportunity attacks if the attack misses
Defense: Add the Flow Die roll + Dexterity modifier to AC against one melee attack
Resource: Spend 1 Flow Die
Sweeping Crescent
Action 1 Flow Die Level 2
Range Melee reach
Target Up to two creatures, one of which must be within 5 feet of the other
Duration Instantaneous
Movement None
Attack / Save Melee weapon attack; Strength saving throw against your Blade Dancer save DC if both attacks hit
Defense None

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.

Rules Text:

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.

Prerequisites:

Must be wielding a melee weapon

Damage Effect
Saving Throw: Strength
Attack: Melee weapon attack
Range: Melee reach
Target: Up to two creatures
Damage: Weapon damage + 1 Flow Die slashing (The Flow Die improves with your class progression.)
Conditions: prone
Duration: Instantaneous
Defense: None
Resource: Spend 1 Flow Die
Slicing Retreat
Reaction 1 Flow Die Level 5
Range Self
Target Self and the creature that missed you
Duration Instantaneous
Movement Move up to half your speed without provoking opportunity attacks
Attack / Save Melee weapon attack
Defense None

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.

Rules Text:

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.

Prerequisites:

A creature must miss you with a melee attack

Movement Effect
Attack: Melee weapon attack
Range: Self
Target: Self and the triggering creature
Damage: Weapon damage + 1 Flow Die slashing (The Flow Die improves with your Flow Dice progression.)
Duration: Instantaneous
Movement: Move up to half your speed without provoking opportunity attacks
Defense: None
Resource: Spend 1 Flow Die
Disarming Edge
None 1 Flow Die Level 5
Range Melee reach
Target One creature you hit with a melee weapon attack
Duration Until the start of your next turn
Movement None
Attack / Save Strength saving throw against your Blade Dancer save DC
Defense None

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.

Rules Text:

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.

Prerequisites:

Must be wielding a melee weapon

Control Effect
Saving Throw: Strength
Attack: Melee weapon hit
Range: Melee reach
Target: One creature you hit
Conditions: no reactions
Duration: Until the start of your next turn
Defense: None
Resource: Spend 1 Flow Die
Whirling Guard
Action 2 Flow Dice Level 9
Range Self
Target Self and one creature that enters your reach or misses you
Duration Until the start of your next turn
Movement None
Attack / Save Melee weapon attack
Defense +2 AC until the start of your next turn

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.

Rules Text:

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.

Buff Effect
Range: Self
Target: Self
Damage: Weapon damage + 1 Flow Die slashing (The Flow Die improves with your Flow Dice progression.)
Duration: Until the start of your next turn
Defense: +2 AC
Resource: Spend 2 Flow Dice
Cloudrunner Leap
Bonus Action 1 Flow Die Level 9
Range Self
Target Self
Duration Until the end of the turn
Movement Move across vertical surfaces and liquids during your movement; long jump and high jump distances are tripled
Attack / Save None
Defense None

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.

Rules Text:

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.

Movement Effect
Range: Self
Target: Self
Duration: Until end of turn
Movement: Move across vertical surfaces and liquids during your movement; long jump and high jump distances are tripled
Defense: None
Resource: Spend 1 Flow Die
Passing Strike
None 1 Flow Die Level 11
Range Melee reach
Target One creature you hit, then a different creature within your reach
Duration Instantaneous
Movement Move up to 10 feet without provoking opportunity attacks
Attack / Save Melee weapon attack
Defense None

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.

Rules Text:

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.

Prerequisites:

You must have hit a creature with a melee weapon attack on your turn

Damage Effect
Attack: Melee weapon attack
Range: Melee reach
Target: A different creature within your reach
Damage: Weapon damage + 1 Flow Die slashing (The Flow Die improves with your Flow Dice progression.)
Duration: Instantaneous
Movement: Move up to 10 feet without provoking opportunity attacks
Defense: None
Resource: Spend 1 Flow Die
Severing Blow
Action 1 Flow Die Level 11
Range Melee reach
Target One creature within your reach
Duration Until the start of your next turn
Movement None
Attack / Save Melee weapon attack; Constitution saving throw against your Blade Dancer save DC
Defense None

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.

Rules Text:

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.

Prerequisites:

Must be wielding a melee weapon

Control Effect
Saving Throw: Constitution
Attack: Melee weapon attack
Range: Melee reach
Target: One creature within your reach
Damage: Weapon damage + 1 Flow Die slashing (The Flow Die improves with your Flow Dice progression.)
Conditions: speed 0, no reactions
Duration: Until the start of your next turn
Defense: None
Resource: Spend 1 Flow Die
Empty Circle
Reaction 1 Flow Die Level 13
Range Self
Target Self
Duration Instantaneous
Movement Move up to 10 feet without provoking opportunity attacks if damage is reduced to 0
Attack / Save None
Defense Reduce damage by Flow Die roll + Dexterity modifier + proficiency bonus

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.

Rules Text:

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.

Defense Effect
Range: Self
Target: Self
Duration: Against one attack or Dexterity save resolution
Movement: Move up to 10 feet without provoking opportunity attacks if damage is reduced to 0
Defense: Reduce damage by Flow Die roll + Dexterity modifier + proficiency bonus
Resource: Spend 1 Flow Die
Thousand Petals
Action 2 Flow Dice Level 13
Range Melee reach
Target Up to three different creatures within your reach
Duration Instantaneous
Movement Move up to 10 feet without provoking opportunity attacks if at least one attack hits
Attack / Save Melee weapon attack
Defense None

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.

Rules Text:

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.

Prerequisites:

Must be wielding a melee weapon

Damage Effect
Attack: Melee weapon attack
Range: Melee reach
Target: Up to three different creatures
Damage: Weapon damage + 1 Flow Die slashing (The Flow Die improves with your Flow Dice progression.)
Duration: Instantaneous
Movement: Move up to 10 feet without provoking opportunity attacks if at least one attack hits
Defense: None
Resource: Spend 2 Flow Dice
Blinding Flourish
Action 1 Flow Die Level 17
Range Self (5-foot radius)
Target Each creature of your choice within 5 feet of you that can see you
Duration Until the start of your next turn
Movement None
Attack / Save Dexterity saving throw against your Blade Dancer save DC
Defense None

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.

Rules Text:

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.

Prerequisites:

Targets must be able to see you

Debuff Effect
Saving Throw: Dexterity
Range: Self (5-foot radius)
Target: Each creature of your choice within 5 feet of you that can see you
Damage: 1 Flow Die + Dexterity modifier slashing (The Flow Die improves with your Flow Dice progression.)
Conditions: blinded
Duration: Until the start of your next turn
Defense: None
Resource: Spend 1 Flow Die
Final Blossom
Action 2 Flow Dice Level 17
Range Melee reach
Target One creature within your reach that has half its hit points or fewer
Duration Instantaneous
Movement Push the target 10 feet directly away from you on a failed save
Attack / Save Melee weapon attack; Strength saving throw against your Blade Dancer save DC
Defense None

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.

Rules Text:

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.

Prerequisites:

Target must have no more than half its hit points maximum

Damage Effect
Saving Throw: Strength
Attack: Melee weapon attack with advantage
Range: Melee reach
Target: One creature within your reach that has half its hit points or fewer
Damage: Weapon damage + 2 Flow Dice slashing (The Flow Dice improve with your Flow Dice progression.)
Conditions: prone
Duration: Instantaneous
Movement: Push the target 10 feet directly away from you on a failed save
Defense: None
Resource: Spend 2 Flow Dice
Heavenly Spiral
Action 2 Flow Dice Level 20
Range Melee reach
Target Up to a number of creatures equal to your proficiency bonus, each within your reach
Duration Instantaneous
Movement Move up to half your speed without provoking opportunity attacks from creatures you hit
Attack / Save Melee weapon attack
Defense None

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.

Rules Text:

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.

Prerequisites:

Must be wielding a melee weapon

Damage Effect
Attack: Melee weapon attack
Range: Melee reach
Target: Up to a number of creatures equal to your proficiency bonus
Damage: Weapon damage + 1 Flow Die slashing (The Flow Die improves with your Flow Dice progression.)
Duration: Instantaneous
Movement: Move up to half your speed without provoking opportunity attacks from creatures you hit
Defense: None
Resource: Spend 2 Flow Dice

Class Progression

Primary Ruleset D&D 5.5 / SRD 5.2
Compatible Rulesets D&D 5.5 / SRD 5.2, D&D 5e / SRD 5.1
Balance Notes The Blade Dancer sits between rogue, monk, and fighter. Its offense depends on moving into position and spending Flow Dice, so it is powerful in open terrain but easier to suppress in tight or control-heavy fights. Its defense is excellent while lightly armored, but it does not gain spellcasting or the raw sustained damage of a fighter. The result is a mobile melee class with strong tactical identity rather than a general-purpose powerhouse.
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)

At 1st level, you gain proficiency with light armor, simple weapons, and martial weapons. Choose two skills from Acrobatics, Athletics, Insight, Intimidation, Perception, Performance, and Stealth. While you wield a one-handed melee weapon that lacks the Heavy property and are not using a shield, you can use Dexterity instead of Strength for the attack and damage rolls. While you wear no armor and no shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. You also learn how to focus your footwork into Flow Dice, described in the class resources.

Momentum Cut (Level 1)

Once on each of your turns, when you move at least 10 feet on your turn before you hit a creature with a melee weapon attack, that hit deals extra damage equal to 1 Flow Die. The movement must be voluntary and must occur on your turn. At 11th level, the extra damage increases to 1d8 and the target must succeed on a Strength saving throw against your Blade Dancer save DC or it cannot take reactions until the start of your next turn. At 17th level, the extra damage increases to 1d10 and, on a failed Strength save, the target is also pushed 5 feet away from you.

Blade Techniques (Level 2)

At 2nd level, you learn two Blade Techniques from the Blade Dancer martial abilities list. You learn one additional Blade Technique at 5th, 9th, 13th, and 17th level. Whenever you finish a long rest, you can replace one Blade Technique you know with another technique for which you meet the level requirement. Your Blade Dancer save DC is 8 + your proficiency bonus + your Dexterity modifier.

Extra Attack (Level 5)

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Also at this level, your Flow Dice become d8s and you have 3 Flow Dice.

Flow Step (Level 6)

Beginning at 6th level, once on each of your turns when you hit a creature with a melee weapon attack, you can move up to 10 feet without provoking opportunity attacks. This movement does not cost movement from your speed. At 17th level, this movement increases to 15 feet, and you can use Flow Step twice on your turn.

Wall-Running Grace (Level 9)

Beginning at 9th level, while you are on your turn, you can move along vertical surfaces and across liquids without falling during the movement, provided you end the movement on a surface or object that can support you. Difficult terrain does not cost extra movement during this movement. Also at 9th level, you learn one additional Blade Technique. At this level, your Flow Dice become 4 and remain d8s until 13th level.

Improved Momentum Cut (Level 11)

Beginning at 11th level, the extra damage from your Momentum Cut becomes 1d8 and, when you deal that damage, the target must succeed on a Strength saving throw against your Blade Dancer save DC or be pushed 5 feet away from you and lose its reactions until the start of your next turn.

Evasion (Level 14)

Beginning at 14th level, 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 on a successful save, and only half damage on a failed save.

Perfect Rhythm (Level 17)

Beginning at 17th level, your Flow Dice become d12s and you have 6 Flow Dice. In addition, once on each of your turns, the first time you use Flow Step, the movement can be up to 15 feet instead of 10 feet. If you hit a second creature on the same turn, you can use Flow Step a second time that turn. At this level, you also learn one additional Blade Technique.

Perfect Form (Level 20)

At 20th level, your motion becomes effortless. At the start of each of your turns, if you have fewer than 2 Flow Dice, you regain Flow Dice until you have 2. When you roll initiative and have no Flow Dice remaining, you regain all expended Flow Dice. In addition, once on each of your turns, you can use one Blade Technique that normally costs 1 Flow Die without expending that die.

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