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Blade Dancer Duelist

Blade Dancer Duelist are renowned swordsman which marries martial finesse with dance-like grace. Central to their combat prowess is the mystical "Blade Essence," a unique force that amplifies their agility, speed, and precision. This energy allows them to perform swift, dance-like movements and devastating strikes that defy the natural limits of human speed and reaction.


Blade Dancer Duelists are not merely fighters; they are artists of the battlefield, choreographing each duel as a mesmerizing spectacle. Their swordplay doesn't just defeat opponents—it captivates audiences, weaving a narrative of movement and steel that is as beautiful as it is deadly.


Those who walk this path commit to disciplined training to improve abilities and honor. Blade Dancer Duelists protect and fight evil, showcasing deadly efficiency and combat finesse. Mastering this style promises challenging yet rewarding training for aspiring swordmasters.

Blade Dancer Duelist Features By Level

Blade Essence

At 1st level, (Recharge 5-6) You can activate Blade Essence at the start of your turn, granting you +5 to Dexterity skill checks, movement speed, and you can make an additional weapon attack as a bonus action. This effect lasts until the start of your next turn.

Dervish Dash

At 3rd level, (Rechage 4-6) When you cast a spell, you can make an Athletics skill check DC 8 + (PM) + your Level. When you succeed, your weapon attacks deal additional damage equal to 5 + (PM).


The feature’s damage increases by 5 when you reach 6th level (10), 10th level (15), 14th level (20), and 18th level (25).

Graceful Footwork

At 6th level, when you attack a creature, hit or miss, you do not take attacks of opportunity from the target. In addition, you have advantage on Reflex saving throws.

Pirouette Strike

At 8th level, If you succeed on a saving throw, you take no damage or effects from the feature or spell you dodged, and you can take the attack action on a creature within melee range.

Harmonic Dissonance

At 11th level, when you land an attack on a creature, you heal for FM + PM health and silence the creature and any channeling spell they are casting is ended.

Extraordinary Speed

At 13th level, your walking speed increases by 15 feet.


As a bonus action, you or a creature you touch have a flying speed equal to your walking speed and can use the dash, dodge, or disengage action as a bonus action for 3 rounds. Falling gracefully to the ground when the flight ends.

Battle Maiden

At 16th level, you and all allies within 10 feet of you have advantage on saving throws against spells and monster effects. Attacks on you have disadvantage.

Coup De Grace

At 18th level, You ignore a target's armor class equal to your Charisma modifier and any temporary hit points they may have.

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