Bladedancer
Strong. Fast. Athletic. These are all words that bladedancers embody perfectly. They learn a fighting style that at first glance resembles a dance, but soon proves to be far deadlier. Bladedancers focus on perfecting this elaborate style of unarmed combat. Contrary to their name, they rarely employ weapons, but what they lack in armaments they make up for in athletic prowess, and they aren’t afraid to show it. Versatile, agile, and able to adapt to most enemy attacks, a bladedancer’s body is a powerful weapon, and more experienced bladedancers can perform tricks that are supernatural in nature. While in action, bladedancers resemble a tidal wave, dodging and blocking flurries of attacks while sweeping through any opposition.
The bladedancer is a close range damage dealer that doesn’t like to stay in one place for too long, employing an almost hit-and-run tactic. Their movement on the battlefield is unmatched, and they don’t require expensive weapons to make full use of their potential.
Passive
You cannot wield shields, weapons with the “heavy” feature or armor without the “flexible” feature, however the damage dice of your fists changes to 1d8, and your Attack modifier for unarmed attacks becomes your Strength x2.
Class level 1
1. – Martial Arts (5 FP, unrestricted)
When you use the Attack action, you can use your bonus action to make one attack with your fists per every attack you made with this action.
Class level 2
2. – Fluid as the Water (5 FP, restricted – charges)
You can now take the Dodge action as a bonus action. During this turn, whenever you are about to take damage from falling, you can reduce that damage by five times your CL (minimum of 0 damage). You can do this a number of times equal to your Dexterity modifier divided by two, rounded down (minimum of once) before needing a long rest to regain uses.
3. – Fast as the Wind (5 FP, restricted – charges)
You can now take the Disengage or Dash action as a bonus action. During this turn, your jump distance is also doubled. You can do this a number of times equal to your Dexterity modifier divided by two, rounded down (minimum of once) before needing a long rest to regain uses.
Class level 3
4. – Extra Attack (10 FP, unrestricted)
You can make two attacks on your turn when you take the Attack action. They can, but do not have to target the same person, however both must be in range of your weapon. You can also use one of these attacks to attack with an off hand weapon, following the rules for Dual Wielding.
Class level 5
5. – Stunning Strike (10 FP, restricted – charges)
You can interfere with the flow of energy in another creature. When you hit another creature with a melee attack, the target must succeed on a Saving (Save DC 10 + your Intelligence modifier) throw or be stunned until the end of your next turn. You can do this a number of times equal to your Intelligence modifier (minimum of once) before needing a long rest.
6. – Evasion (15 FP, unrestricted)
Whenever you are making a Saving (Dexterity) throw, you take only half damage on a failure and no damage on a success.
Class level 7
7. – Shadowalker (10 FP, unrestricted, spell-like)
When you are in dim light or darkness, as a bonus action you can teleport up to 60 ft. to an unoccupied space you can see that is also in dim light or darkness.
8. – Empowered Strikes (10 FP, unrestricted)
When attacking with your unarmed attack, you can decide to take a -5 penalty to all your Attack rolls made this turn and increase the damage you deal with all these attacks by 5.
9. – Opportunist (15 FP, unrestricted)
When an enemy creature within close range of you is hit by an attack not made by you, you can use you reaction to make a melee attack.
Class level 9
10. – Ethereal (25 FP, restricted – charges, spell-like)
You can use your action to become invisible for 1 minute. During that time, you have resistance to all damage but force. You must then finish a long rest to regain use of this ability.