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Blade Dancer: Ranger

Being a blade dancer is not something you chose; it is something that chooses you in the strangest of ways. For when people see the dancing leaf moving toward them in the strangest of ways, only those who can learn from the leaf movement and agility can ever hope to be a blade dancer. It is an eternal and exhausting endeavor to seek perfection from the harmony of nature itself in the most artistic way, yet you know that this endeavor will never seize to persistently overwhelm you. Only when you acknowledge that this perfection is beyond any reach, then you will indeed reach that harmony you seek with nature and art together. The path to become a 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.    
Agile Fighter
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:  
  • You gain the Two-Weapon Fighting style, and gain proficiency in the Acrobatics skill, if you don't already have it.
  • When you are targeted by a melee attack, you can use your reaction to make a Dexterity (Acrobatics) check contested against the attacker's attack roll. If the result of your check beats their attack roll, you gain a +2 bonus to your AC.
  • You may draw a number of weapons (up to your proficiency bonus) you're proficient with as additional free weapon interaction actions.
  • Any weapon you have proficiency in is considered a Finesse weapon.
 
Advanced Two Weapon Fighting
At 7th level, while you wield two of your weapons, you also defend with them. You gain +2 AC while dual wielding, advantage on all acrobatics checks (unless disadvantage is imposed on you).  
Master of the Dance
You truly understand the meaning of the Blade Dance. At 11th level, you have learned to maneuver around ranged attacks including some Spells. When an enemy makes a ranged attack, or ranged attack spell against you, you may make a Dexterity (Acrobatics) check. If the result of your check beats their attack roll, you may use your reaction and give a +2 bonus to your AC. In addition, you gain expertise with acrobatics checks.  
Dual Blade Mastery
At 15th level, you wield two weapons with the same ease that others can wield only one. You gain one of the following:
  • Evader. When you are dealt damage made by a melee attack, you can take the Disengage action to 10 feet in the opposite direction of the attack.
 
  • Smiter. You can use your bonus action to make your offhand attack deals an extra 3d6 damage to targets with half of their hit points or fewer, once per encounter.
 
  • Reflector. Before rolling your Acrobatics check against the attacker's attack roll, you can decide to exchange the AC bonus, to reflect half the damage (rounded up) back to the attacker. (This only can be done If you make your Acrobatics ability check with disadvantage, and still beat their attack roll.) On a failed check you take an extra half the damage (rounded up).
 
Grand Finale
After years of training as a Blade Dancer, you have now created you most deadly, finesse attacks that not even the target would even see how fast and quick your blades had already hit them six times. Using an action, the ranger would need to be in melee-ranged against a single target. The character would be seen almost like dancing right at it enemy in incredible speed and grace, spinning around and ends by leaping into the air, doing three flips and land back on the ground perfectly posed. However, in reality the character has just done their special attack, "Grand Finale". In slow motion, the player would strike at the center of the body with a slash from the left, while a slash on the right. Then they would go for a horizontal slash and vertical slash on the body simultaneously, and finish by doing an X-cross attack, leaping into the air and landing back on the ground. The enemy would then be deal with the total of 9d8 slashing damages. Starting at level 18, this move can be performed once per long rest.

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