Character Codex: The Sword Dancer (Part 1)

Greetings!

Welcome. My name’s Kevin, and I will be your humble guide. Throughout this series, I’ll be going over various D&D 5th Edition builds. Some that I’ve used, and many (MANY!) more that I haven’t. So, let’s kick things off with a build that’s a mix of the two, shall we?

I introduce to you all: my Sword Dancer.

Hero Forge mini showing a black elf male with a medium skin tone, green eyes, a purple face mark, black hair braided back, small black goatee, dark magenta robe, a matching circlet, black pants, back boots, right hand on a sword cane, left hand reaching out in front.Garvyn Eventide

A healthy mix of martial and magic, heavily inspired by Final Fantasy XI’s Dancer class. The Sword Dancer could be viewed as an off-tank, but is mainly a front to midline support build and harasser of enemies.

In this post I’ll be tackling levels 1 through 10 (Tiers 1-2). The following post will handle levels 11 through 20 (Tiers 3-4). To start us off, I’m gonna go over a couple of things I hope(d) to accomplish with this build:

Intentions

  • Debuffs (Nerfing/Controlling the enemy)
  • Support (Cleansing, Close/Ranged/AoE Healing)
  • Movement (Getting to who needs help/stabbing)

Overview

  • Stat Allotment (Point Buy):

    • STR 8 (-1), DEX 14 (+2), CON 12 (+1), INT 8 (-1), WIS 14 (+2), CHA 15 (+2)
  • Lineage:

    • Elf (Mark of Shadow): +2 DEX, +1 CHA, base Elf suite
    • Cunning Intuition: +1d4 to Performance, Stealth checks
    • Shape Shadows: Minor Illusion cantrip, one free Invisibility cast per long rest
  • Proficiencies:

    • Elf: Perception
    • Monk: Athletics, Stealth, Zil (finger cymbals)
    • Bard: Insight, Tap (floor percussion)
    • Background: Entertainer – Acrobatics, Performance
  • Items to Seek Out:

    • Ring of EvasionA: Use a Reaction to succeed on a failed DEX save, 3/day
    • Cloak/Ring of ProtectionA: +1 AC, Saving Throws
    • Amulet of HealthA: Constitution set to 19 (+4 modifier)
    • Dragonhide BeltA: +1 bonus to ki saving throws, regain a Martial Arts die worth of ki (acquiring +2, +3 later on)
    • Boots of Elvenkind: Advantage on Stealth checks regarding moving silently
    • Insignia of Claws: +1 to attacks/damage with unarmed strikes (acquiring +2, +3 later on)
    • +1 Scimitar: +1 to attacks/damage (acquiring +2, +3, magical variant later on)
    • Crystal ScimitarA: +1 to attacks/damage, extra 1d8 radiant, 3d8 heals/dawn

A Requires Attunement (Can only attune to 3 items at a time. Choose wisely.)

Breakdown

You can start as a Bard if you’d like and get the same amount of proficiencies, but my build starts with Monk.

If you’re comfortable delaying your Extra Attack until 7th level and not using a Rapier, you’ll want to follow along exactly how I’ve outlined the build below. However, if you like setting up your Bard levels first, then go ahead and take it up to 6th level before multiclassing. Also, you would gain proficiency in STR saving throws over the CHA saving throw with this build. Another way to view it is, if you want to be closer to the front line and not get knocked around as much, start as a Monk. If you’re more worried about possession and banishments, start as a Bard.

Not much room for feats in this build. The only one I took was Tough to get that lackluster HP above 150. And even then it’s not by that much. For the Ability Score Increases I got DEX and CHA to 18, WIS to 16, bumping DEX, WIS and CHA once. It is entirely feasible to have WIS at 18 and CHA at 16. You upgrade your AC and Stunning Strike DC by one, but you lose out on a d10 Bardic Inspiration to play with. Or drop Tough to get to another 18. Also, picking up War Caster or Resilient CON instead would help with the concentration checks this build will be doing throughout.

Advancement

Level 1 (Monk 1) – Starting as a Monk allows me to swing my weapon (obviously I selected a Quarterstaff for the 1d8 two handed damage) and unarmed strike as a bonus action. Only 1d4 for that unarmed strike at the moment, but it’ll get a slight bump later on. The Shape Shadows trait gives me Minor Illusion which can cause some distractions if I ever remember to use it. Also Unarmored Defense means my AC is only 15 at the moment.

Level 2 (Monk 1/Bard 1) – An immediate multiclass over to Bard gets me Bardic Inspiration (1d6) dice that return on a long rest. With that I can, as a bonus action, help out a teammate enabling them to roll that die on one ability check, attack roll, or saving throw in the next 10 minutes. I get a couple of cantrips and spells here. Since I already got Minor Illusion from the Shape Shadows trait, Vicious Mockery is an easy pick up. Prestidigitation to make a little extra musical notes for my performances. Bane, Cure Wounds, Healing Word, Silvery Barbs.


If you are unable to use Silvery Barbs for some reason, Faerie Fire is also a solid alternative.


Level 3 (Monk 1/Bard 2) – Jack of All Trades will start to shore up that negative INT score on skills a little. Song of Rest improves short rest HP gain with an extra 1d6. Now with Magical Inspiration, if I give someone Bardic Inspiration they can affect the healing or spell damage done to one target. I can also self-cast Invisibility once per long rest now. Grabbing Longstrider here for some on demand mobility, for myself or others.

Level 4 (Monk 1/Bard 3) – Enrolling into the College of Swords now, to gain proficiency in medium armor (won’t use it) and in Scimitars, the ability to use weapons I’m proficient with as a spellcasting focus, a Fighting Style (picking up Dueling), and Blade Flourishes; an AC booster, a knock-back, and a sweeping attack that does the extra damage to creatures around me if I hit the initial one. Also, since I’m using the Attack action my speed increases 10 feet until the end of my turn. Additionally, I get Expertise in two skills; Insight and Athletics. For spells I’ll take Lesser Restoration to deal with some conditions.

Level 5 (Monk 1/Bard 4) – First ASI/Feat choice time. I chose +2 DEX to get that accuracy, damage, and AC up. Good Stuff. Picked up the Blade Ward cantrip, and the Pass Without Trace spell from Spells of the Mark. Honestly, it’s the only spell I’d be taking from the list, as all of the other spells (aside from Darkness) are on the Bard list already.

Level 6 (Monk 1/Bard 5) – Bardic Inspiration bumps up to a 1d8, and they return on a short or long rest now. I get two 3rd level spell slots here, and I’ll use them for Mass Healing Word which is now on the Bard list thanks to Tasha’s Caldron of Everything!

Level 7 (Monk 1/Bard 6) – Countercharm is an okay ability. It gives me and my allies advantage on saving throws against being frightened or charmed until the end of my next turn, but I really care about Extra Attack here. Now I can attack with my weapon twice, then bonus action attack with an unarmed strike. Spell choice at this level is gonna be Hold Person. Despite it only being a 14 WIS save to resist it, it will end up being useful.

Level 8 (Monk 2/Bard 6) – And back over to Monk for a bit. At 2nd level Monk I gain Ki. This will power some great abilities, but in this build I won’t get a lot of ki points sadly. However they do come back on a short rest like the Bardic. Flurry of Blows for extra strikes, Patient Defense to Dodge as a bonus action, and Step of the Wind to Dash or Disengage as a bonus action as well as have a doubled jump distance. The use of one of these abilities is 1 ki point. Dodging is great since it makes attack rolls have disadvantage. Dashing doubles my movement speed. While Disengaging means I can walk away from almost any situation where I’m surrounded. Unarmored Movement raises my base walking speed by 10. Now I’m at 40 base and an extra 10 when attacking. Also, thanks to new optional rules in Tasha’s, any weapons I am proficient with can become Monk Weapons, except heavy or special. Still can’t use a two handed polearm though. Boooooo!

Level 9 (Monk 3/Bard 6) – Deflect Missiles is not bad since we will always have a free hand in this build. Throwing it back costs a ki point if I negate the damage. But with a total of 3 ki points right now, that’s a premium resource. Here comes the big decision of which Monastic Tradition to follow. Open Hand is great for repositioning the enemy when you hit with Flurry of Blows, and has a small self-heal. Kensei nets the highest AC, better ranged damage, and guarantees magical weapons at later levels. I do like Kensei for this build, but I’m actually going to opt for Drunken Master. I gain proficiency in Brewer’s Supplies and Performance.


If your DM is okay with it, ask if you can swap Performance for something else. Or if you’ve been good, it doesn’t hurt to ask for expertise in Performance since you already have it and don’t have any other options.


One of the more compelling reasons I’m choosing Drunken Master is because when I use Flurry of Blows I’ll gain +10 speed until the end of my turn and the Disengage action. Not hit with, use. I don’t have to hit with any attack. So if I whiff, my Sword Dancer can scurry away pretty much worry free.

Level 10 (Monk 4/Bard 6) – Slow Fall will negate 20 points of falling damage, maxing out at 30 in this build. Also, ASI time. Do I want better attacks? +2 DEX will max it out. While DEX is a great choice, the next few levels I’m going to want a higher Wisdom score. So I’ll choose an increase to Wisdom over Dexterity this time. The Sword Dancer now has an AC of 17.

Okay. As I’ve reached the end of this part of the build, let’s see what it can do!

At 10th level I’ve achieved a lot of things I set forth in accomplishing:

  • Hitting the enemy with debuffs like vicious mockery, bane, & hold person.
  • Alleviating ailments of the party with lesser restoration, healing spells.
  • Mobility with a base speed of 40ft, up to +70 with Flurry of Blows, and longstrider.

At this point my stats are STR 8 (-1), DEX 18 (+4), CON 12 (+1), INT 8 (-1), WIS 16 (+3), CHA 16 (+3). With a Spell and Ki Save DC of 15, it’s not terrible, but it could be better. Skills are: +7 Athletics, Perception, & Performance, +8 Acrobatics & Stealth, +11 Insight, with other proficiencies at +1 to +6. An AC of 17, but up to 25 using a Bardic Inspiration.

Techniques

The Sword Dancer has a couple of setups if it ever needs to be extra tanky: try casting Blade Ward or Attack twice using a Defensive Flourish, and then spend a ki point to bonus action Dodge. Doing option one you gain resistance to bludgeoning, piercing, and slashing damage from weapons. Or with option two, you do some damage and raise your AC. Both end with attack rolls having disadvantage to hit you.

If you’d like your friends to hit a sitting duck, cast Hold Person on a humanoid. React with a Silvery Barbs if they succeed on the save. Alternatively, you can just pump out some damage and attack twice, using a Slashing Flourish, then use Flurry of Blows. Just remember that the additional flourish damage can be applied to any other creature around you, if you are completely encircled.

Ready for more? Read Part 2 of the Sword Dancer build now!

Kevin Williams has always been drawn to writing the fantastical. Whether it was providing words for superheroes and villains, storyboarding fight scenes, or running an online RPG, he has thrown himself into writing in some way, shape, or form. He's an avid gamer that enjoys a variety of games; fighting, JRPG, MMORPG, rhythm, and tabletop to name a few. Along with his appreciation for comic books, television and movies, he is giving a unique take on character creation as well as translating characters from one medium to Dungeons & Dragons. You can check out his D&D 5e character builds blog at BKtheRPG.com