Blade Dancer

Medium humanoid (any race), any alignment

Armor Class

17 (half plate)

Hit Points

81 (6d10 + 4d8 + 30)

Speed

30 ft.

STR

10 (+0)

DEX

18 (+4)

CON

16 (+3)

INT

14 (+2)

WIS

10 (+0)

CHA

16 (+3)

Senses

passive Perception 10

Saving Throws

Str +4, Con +7

Skills

Acrobatics +8, History +6, Performance +11, Sleight of Hand +12

Languages

Any three languages

Challenge

5 (1,800 XP)

Combat Caster. The dancer can perform the somatic components of spells even when it has weapons or a shield in one or both hands.

Combat Maneuvers (3/Short Rest). Dancers have trained all their life to excel in combat and as a result have mastered special combat maneuvers that they can use in combat. Whenever the dancer makes a melee weapon attack, it can choose to execute one of these maneuvers to add additional effects to the attack. In addition to these other effects, all maneuvers cause the attacks to deal an additional 1d8 damage. Each dancer has two random maneuvers from the list below available for use:

  • Disarming Attack – The target must succeed on a DC 16 Strength saving throw or drop its weapon at its feet.

  • Distracting Strike – The next attack an ally makes against the target is made with advantage.

  • Feinting Attack – The next attack roll you make against a target within 5 feet is made with advantage.

  • Trip Attack – If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Inspire (3/Short Rest). Target uninspired creature within 60 feet of the dancer that can hear it gains a d8 inspiration die. Once within the next 10 minutes, that creature can roll that die and add the number rolled to one ability check, attack roll, or saving throw it makes. This die must be rolled before it is decided if the roll succeeds or fails.

Spellcasting. The dancer is a 3th-level spellcaster. Its spellcasting ability is charisma (spell save DC 15, +7 to hit with spell attacks). The dancer has the following bard spells prepared:

  • Cantrips (at will): blade ward, mage hand

  • 1st level (4 slots): heroism, sleep, unseen servant

  • 2nd level (2 slots): invisibility, suggestion

Two-Weapon Fighting Style. The dancer adds its ability modifier to the damage of its off-hand weapon attacks.

Actions

Multiattack. The dancer makes three attacks with its scimitar or three ranged attacks with its dagger.

Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Dagger. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Action Surge (1/Short Rest). The dancer makes five scimitar attacks.

medium
humanoid
cr5
nerzugals-extended-bestiary