Sword dances
Sword dances are said to have been named because the sword's inventor was originally a dancer before making it, and each is said to be named after the creatures it inspired. Most individual dances are picked up very easily across the multiverse, with countless variations and hybrids made over time. The most popular hybrid styles are frequently practiced by sword schools of varying renown.
Sword Dance Mechanics
For training in the specified skills see the all setting's section on the leveling system.
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To access the abilities of a sword dance you must use a bonus action to enter its stance for a number of rounds of your choice up to one minute. You cannot benefit from more than one dance at once unless you know a hybrid style (see rules at bottom).
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(creator note: most of the mechanics are derived from the lightsaber forms for SW5E, which have been adapted for this new skill system)
Dance of the kraken
FORM BASICS (Rank d skill/white hilt)
Weapon requirements: melee slashing weapons
Dueling dice: d8 to attack
As a part of the bonus action to adopt this form, if you took the Attack action, you can engage in Double- or Two-Weapon Fighting.
Additionally, the first time you hit a Large or smaller creature within 5 feet of you with a weapon attack before the end of your next turn, you can force the target to make a Strength saving throw (DC = 8 + your bonus to attacks with the weapon). On a failed save, it is pushed back 5 feet, and you can immediately move into the space it just vacated without provoking opportunity attacks.
ADVANCED SEQUENCES (Rank d skill/yellow hilt)
As a bonus action, you can enter a frenetic stance for one minute. While in this stance, the first time you hit a creature with a melee weapon attack on your turn, it has disadvantage on the next melee attack roll it makes against you before the start of your next turn. Additionally, if that creature is within 5 feet of you, it must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, it is pushed back 5 feet, and you can immediately move into the space it just vacated without provoking opportunity attacks.
This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.
BATTLE SKILL:
DISARMING SLASH (Rank c skill/green hilt)
When you hit a creature with a melee weapon attack, you can expend a use of your martial die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. The creature must make a Strength saving throw against your universal force save DC. On a failed save, it drops the object you choose. If you are within 5 feet of the target, and you have a free hand, you can catch the item. Otherwise, the object lands at within 15 feet of you.
PASSIVE TRANSITION:
UNPREDICTABLE MOTION (Rank c skill/purple hilt)
While you are wielding a slashing weapon, opportunity attacks against you are made at disadvantage.
MASTER LEVEL MANEUVER:
SWEEPING BLOW (Rank b skill/brown hilt)
When a creature moves to within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. If the attack hits, you can attempt to damage another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Strength or Dexterity modifier (your choice). The damage is of the same type dealt by the original attack.
MASTER OF DETERMINATION (Rank a skill/black hilt)
The erratic fluidity of your movement confounds even the most determined of foes. Your Strength or Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:
You have resistance to melee slashing damage, and piercing or bludgeoning damage from ranged attacks from weapons.
Attack rolls made against you can’t have advantage.
When more than one creature is within 5 feet of you, you gain a bonus to your Armor Class equal to the number of creatures within 5 feet of you, up to your Wisdom or Charisma modifier (your choice, minimum of one).
When you use your Master level maneuver feature, you have advantage on the attack roll, and you can apply the bonus damage to every creature within 5 feet of you.
This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.
Dance of the leviathan
FORM BASICS (Rank d skill/white hilt)
Weapon requirements:swords with slashing damage[no heavy], melee piercing damage[no hook],
Dueling dice: d8 to feint
Until the start of your next turn, you gain a special reaction. When a creature makes a melee weapon attack against you and misses, you can use this special reaction to make an opportunity attack against that creature.
ADVANCED SEQUENCES (Rank d skill/yellow hilt)
As a bonus action, you can enter an offensive stance for one minute. While in this stance, you add your Wisdom or Charisma modifier (your choice) to the first melee weapon attack and damage rolls you make each turn.
This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.
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BATTLE SKILL:
FENCER’S RIPOSTE (Rank c skill/green hilt)
When another creature damages you with a melee attack, you can expend a use of your martial dice and use your reaction to attempt to deflect the attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your current level.
If you reduce the damage to 0, you can immediately make a single melee weapon attack against that creature as a part of the reaction.
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EMPOWERED REFLEXES (Rank c skill/purple hilt)
You can take a second reaction each round.
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GLANCING BLOW (Rank b skill/brown hilt)
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
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MASTER OF CONTENTION (Rank a skill/black hilt)
You are a duelist of the highest caliber. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:
You have resistance swords with slashing damage[no heavy] and melee weapons with piercing damage[no hook], and you ignore resistance to piercing or slashing damage.
All melee attacks have disadvantage against you.
Your melee weapon attacks inflict an additional damage die.
This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.
Dance of the Vampire
FORM BASICS (Rank d skill/white hilt)
Weapon requirements: melee slashing damage, non heavy polearm weapon,
Dueling dice: d8 to defense
The first time you take piercing, slashing, or bludgeoning damage from a ranged weapon before the end of your next turn, that damage is reduced by half.
ADVANCED SEQUENCES (Rank d skill/yellow hilt) (finish converting the saber ward ability)
As a bonus action, you can enter a defensive stance for one minute. As a part of this bonus action, and as a bonus action on each of your turns, you can grant disadvantage to shortbow and longbow attacks against you.
This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.
BATTLE SKILL:
ADVANCING DEFENDER (Rank c skill/green hilt)
In response to a melee attack, you can use your reaction to expend a use of your martial dice, reduce the amount of damage by 2d6 + the martial die, and then move up to 10 feet as a part of that same reaction. This movement does not provoke opportunity attacks.
CIRCLE OF SHELTER (Rank c skill/purple hilt)
You learn to fend off strikes directed at you or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can use your reaction to ward the creature if you’re wielding a melee weapon or a shield. Roll 1d8 and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.
You can use this feature three times. You gain an additional use at 9th, 13th, and 17th level. You regain all expended uses when you finish a long rest.
STAND AGAINST THE TIDE (Rank b skill/brown hilt)
When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
MASTER OF RESILIENCE (Rank a skill/black hilt)
Your presence on the field of battle is an inspiration to your allies. Your Constitution and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:
You have resistance to melee slashing weapons, non heavy polearm weapon, and all ranged attacks.
You have advantage on Dexterity saving throws, as do your allies within 30 feet of you.
This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.
Dance of the Hawk
FORM BASICS
Weapon requirements: polearm weapons, slashing swords, whips,
Dueling dice: d6 to attack, d4 to defend
As a part of the bonus action to adopt this form, you can leap up to 15 feet to an unoccupied space you can see.
ADVANCED SEQUENCES (Rank D skill/yellow hilt)
As a bonus action, you can take an aggressive stance, leaping around the battlefield for 1 minute. As a part of this bonus action, and as a bonus action on each of your turns, you can you leap up to 30 feet to an unoccupied space you can see, provided you have a direct path to the space. Additionally, when you use this jump, you have advantage on the first attack roll you make against each creature within 5 feet of where you land.
This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.
BATTLE SKILL:
RETREATING LEAP (Rank C skill/green hilt)
When a creature makes a melee attack roll against you, you can expend a use of your martial dice and your reaction to jump 10 feet in a direction of your choice, imposing disadvantage on the roll. This movement does not provoke opportunity attacks. You can wait until after the attack roll is made, but before the DM determines whether the attack hits.
HAWK SWOOP (Rank C skill/purple hilt)
You gain the ability to move along vertical surfaces without falIing during the move. If you end your turn in the air, you fall immediately to the ground.
Additionally, you no longer take damage when falling from a distance no greater than your walking speed.
WHIRLWIND ATTACK (Rank B skill/brown hilt)
You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.
MASTER OF AGGRESSION (Rank A skill/black hilt)
Your presence on the field of battle is as a graceful blur of deadly blades and daring acrobatics. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:
You have resistance to polearms, slashing swords, and whips.
When an ally within 30 feet of you takes the Attack action, they can make one additional attack as a part of that same action.
When you hit a creature with a weapon attack, you can move up to 10 feet. This movement does not provoke opportunity attacks.
This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.
Dance of the Dragon
FORM BASICS (Rank d skill/white hilt)
Weapon requirements: heavy weapon, slashing melee weapons, hammer melee weapons,
Dueling dice: d6 to defend or d4 to attack
Before the end of your next turn, you can add half your Wisdom or Charisma modifier (your choice, minimum of +1) to one ability check or attack roll you make using Strength.
ADVANCED SEQUENCES (Rank D skill/yellow hilt)
As a bonus action, you can take a threatening stance for one minute. While in this stance, the first time you hit with a melee weapon attack using Strength each turn, you can choose to deal additional damage equal to your Strength modifier. If there is another creature within 5 feet of the original target and within your reach, you can attempt to deal the additional damage to that creature instead. If the original attack roll would hit the second creature, it takes damage equal to your Strength modifier. The damage is of the same type dealt by the original attack.
This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.
BATTLE SKILL:
FALLING AVALANCHE (Rank C skill/green hilt)
On your turn, you can expend a martial die(no action required) and reduce your speed by half to gain advantage on the next ability check or attack roll you make using Strength before the end of your next turn. You can not use this feature if you have moved more than half your speed this turn.
RELIABLE VIGOR (Rank C skill/purple hilt)
If the d20 result for a Strength check or saving throw is less than your level, you can use your level in place of the result. You can use this feature three times. You gain an additional use at 9th, 13th, and 17th level. You regain all expended uses when you complete a long rest.
BRUTAL STRIKES (Rank B skill/brown hilt)
The power flowing through you grants you incredible strength. Your gain an additional 1d8 damage when adopting this dance.
MASTER OF PERSEVERANCE (Rank A skill/black hilt)
Your might overwhelms even the most implacable of foes. Your Strength and Constitution scores increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:
You have resistance to heavy weapons, slashing melee weapons, and melee hammer weapon.
When a creature within 5 feet of you makes an attack roll against you, you can use your reaction to make a single weapon attack with advantage against that creature. If the attack hits, you impose disadvantage on the triggering attack roll.
This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.
Dance of the Dire Wolf
FORM BASICS (Rank d skill/white hilt)
Weapon requirements: one handed slashing melee weapon, one handed piercing melee weapon,
Dueling dice: d6 to feint or d4 to attack
Until the start of your next turn, your critical hit range with weapons increases by 1.
ADVANCED SEQUENCES (Rank D skill/yellow hilt)
As a bonus action, you can take a savage stance, designating one creature you can see within 10 feet of you as your prey for 1 minute. You have advantage on attack rolls against the creature. If the target drops to 0 hit points, you can use a bonus action on a subsequent turn to mark a new creature.
This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you complete a long rest.
BATTLE SKILL:
SNAP AGGRESSION (Rank C skill/green hilt)
If you are surprised at the start of combat and aren’t incapacitated, you can expend a use of your martial die to act normally on your first turn.
RELENTLESS (Rank C skill/purple hilt)
You have advantage on initiative checks, and gain a 10 foot bonus to your speed on your first turn of combat.
DEVASTATING CRITICAL (Rank B skill/brown hilt)
When you score a critical hit with a melee weapon attack, you gain a bonus to that weapon’s damage roll equal to your level.
MASTER OF FEROCITY (Rank A skill/black hilt)
You are a paragon of extraordinary martial prowess. Your Strength and Dexterity scores increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:
You have resistance to all melee damage.
When you take the Attack action on your turn, you can make one additional attack as part of that action.
Your critical hit range with weapons increases by 1.
This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you complete a long rest.
Dance of the Ropper
FORM BASICS (Rank d skill/white hilt)
Weapon requirements: any non heavy weapon,
Dueling dice: d6 to feint or d4 to defend
Until the start of your next turn, you ignore difficult terrain. Additionally, when a hostile creature makes a melee weapon attack against you, you can use your reaction to move to another space within 5 feet of that creature without provoking opportunity attacks, imposing disadvantage on the triggering roll.
ADVANCED SEQUENCES (Rank D skill/yellow hilt)
As a bonus action, you can enter an unyielding stance for one minute. While in this stance, you have advantage on ability checks and saving throws to shove, trip, and avoid being moved, and you ignore difficult terrain. Additionally, once per turn, when you hit with a melee weapon attack, you can attempt to shove the target up to 10 feet away from you (no action required).
This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you complete a long rest.
BATTLE SKILL:
HIGH GROUND DEFENSE (Rank C skill/green hilt)
When an opponent within 5 feet of you makes a melee attack against you, you can use your reaction and expend a use of your martial die to move to another space within 5 feet of that creature without provoking opportunity attacks, imposing disadvantage on the roll. If the attack misses, you can attempt to shove the creature up to 10 feet away from you as a part of that same reaction.
UNWAVERING SELF (Rank C skill/purple hilt)
If you fail a Strength, Dexterity, or Constitution saving throw, you can reroll the die. You must use the new roll.
Once you’ve used this feature twice, you must complete a long rest before you can use it again.
UNHINDERED CHARGE (Rank B skill/brown hilt)
When you move at least 10 feet before making a melee weapon attack, you deal additional damage equal to your Strength modifier.
MASTER OF PERSISTENCE (Rank A skill/black hilt)
You are an unrelenting force on the field of battle. Your Strength and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:
You have resistance to any non heavy weapons.
You ignore effects that would reduce your speed.
Once per turn, when you push a creature, you can move up to 10 feet as a part of this push without provoking opportunity attacks. If you end this movement within 5 feet of that creature, you can make one melee weapon attack (no action required).
This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you complete a long rest.
Dance of the Displacer Beast
FORM BASICS (Rank d skill/white hilt)
Weapon requirements: finesse melee weapons, light melee weapons, polearms[no heavy], and weapons that can change length,
Dueling dice: d8 to feint
As a part of the bonus action to adopt this form, you can flourish your weapon to attempt to distract an enemy you can see. Make a Dexterity (Sleight of Hand) or Charisma (Deception) check (your choice) contested by a Wisdom (Perception) check of one creature that you can see within 5 feet of you. On a success, that creature has disadvantage on the next attack roll it makes against you.
ADVANCED SEQUENCES (Rank D skill/yellow hilt)
As a bonus action, you can enter a confusing stance for one minute. As a part of this bonus action, and as a bonus action on each of your turns, when you take the Dodge action, you can make one melee weapon attack against a creature within range. Additionally, when you make this melee weapon attack, you can flourish your weapon to attempt to distract your target. Make a Dexterity (Sleight of Hand) check contested by a Wisdom (Perception) check of the target of your attack. On a success, you make this attack roll with advantage.
This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.
BATTLE SKILL:
UNBALANCING BLOCK (Rank C skill/green hilt)
When you are hit with a melee weapon attack, and you are wielding one of the dance’s required weapon with which you are proficient, you can use your reaction and expend a use of your martial die to add your Wisdom or Charisma modifier (your choice, minimum of +1) to your AC for that attack, potentially causing the attack to miss you.
DUPLICITOUS FORCE (Rank C skill/purple hilt)
When you make a Dexterity (Sleight of Hand) check, you gain a bonus to that check equal to your Wisdom or Charisma modifier (your choice, minimum of one).
PASS THE BLADE (Rank B skill/brown hilt)
When a creature misses you with an attack, you gain temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one), and you add your Wisdom or Charisma modifier (your choice, minimum of one) to the first melee weapon attack and damage rolls you make against that creature before the end of your next turn.
MASTER OF DECEPTION (Rank A skill/black hilt)
Your skill with the dance is both mesmerizing and confounding. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:
You have resistance to finesse melee weapons, light melee weapons, polearms[no heavy], and weapons that can change length.
Your attack rolls can’t suffer from disadvantage.
Whenever a creature misses you with a melee attack, it takes 5 energy damage.
Whenever a creature hits you with a melee attack, it takes damage equal to half of the damage you take from the attack.
This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.
Hybridization rules
A hybridized style allows the user to benefit from multiple dances when they enter their fighting stance. To make one from scratch, you train as if it were a skill one higher than the highest technique you wish to incorporate into the new hybridized style. Any new skills you incorporate into it must be at one skill above its normal difficulty. But if you are learning an existing hybrid style, then you must learn the lowest skill abilities, in whatever order you or your teacher choose, until you finish before learning the next grade in skills.