Character Codex: The Sword Dancer (Part 2)

Greetings and welcome back to the Character Codex! I'm back with the second half of my Sword Dancer build. Now let's go through level 11 through 20 (Tiers 3-4) in this post.

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

Advancement

Level 11 (Monk 5/Bard 6) - Stunning Strike Season! After hitting a creature with a melee weapon attack (which includes unarmed strikes), I can spend a ki point to try to stun them. If they fail a CON save (of 15 right now), they're stunned until after my next turn. The whole squad will enjoy the advantage I just gave them with attack rolls. Oh, yeah, I also get Extra Attack at this level, but it doesn't stack unfortunately. I'm happy my unarmed strikes are upgraded to a 1d6 damage die now. Also, thanks to Tasha's, if I happen to miss an attack I do have the option to spend 1 to 3 ki points to increase the roll by 2 for each ki point spent. Again, I'll save that for an attack that just missed but I really need it to hit.

So for this next level you could do something spicy like grab one level of Rogue for another skill, two more Expertise, and Sneak Attack for 1d6. Or one level of Ranger and get Favored Foe's extra 1d4 damage once a turn on a single enemy, and Canny; another skill, one Expertise, and two languages. Heck, can't forget Fighter either; Second Wind and another Fighting Style (Blind Fighting or Superior Technique being standout picks). Any of those would be a fun choice if you have a magic weapon and Insignia of Claws already. However, as hinted to earlier, I'll stay with Monk for one more level.

Level 12 (Monk 6/Bard 6) - Last level being a Monk. Tipsy Sway gives two abilities. One, standing from prone only cost 5 feet of movement instead of half. Fitting for a dancer, the ability to bounce back with a kip-up or spin up. And two, if a creature misses me with a melee attack roll, I can spend 1 ki point and use my reaction to have it hit someone else within 5 feet of me except the attacking creature. It just hits. Oh, the shenanigans! Also, I'm at max ki points with 6, but thankfully I get Ki-Empowered Strikes so my unarmed strikes can now overcome resistances and immunity to non-magical attacks.

Level 13 (Monk 6/Bard 7) - Back to Bard for the rest of this build. Not much happens at this level aside from getting access to 4th level spells. Taking Slow from the 3rd level here. On failed saves it lowers up to six creatures' AC and DEX saving throws by 2, and they can't use reactions. On their turn, they can only use an action or a bonus action. Also, if they have Extra Attack or Multiattack, they can make just one melee or ranged attack. It gets even better if a spellcaster is caught with this. If they try to cast a spell that takes 1 action to cast, I get to roll a d20 and on an 11 of higher the spell is delayed until next turn. And after all of that, they need to use their action on that next turn to cast it. If not, they wasted a spell. This is an excellent use of a concentration spell against a sizable group of foes.

Level 14 (Monk 6/Bard 8) - Another ASI. Going +2 CHA this time to boost my spell save DC and add a fourth Bardic Inspiration die. Greater Invisibility is probably the better spell, but Compulsion seems great. With Compulsion, creatures of my choice that I can see within 30 feet and that can hear me must make a Wisdom saving throw. If they fail, I can use my bonus action to direct their movement horizontally. Although if they are immune to being charmed this won't effect them.

Level 15 (Monk 6/Bard 9) - Song of Rest die becomes a d8. 5th level spells and one slot are unlocked at this level. Mass Cure Wounds is a solid spell pick for what I want to do. Just gotta remember that this is an action to cast, so if I want to still do some damage I can upcast Mass Healing Word as a bonus action.

Level 16 (Monk 6/Bard 10) - Bardic Inspiration becomes a d10. That's a possible +10 to AC. Last cantrip for the build, and I'm going with Thunderclap. Think of it as a very loud stomp. Another pair of Expertise at this level as well. Taking Acrobatics and Performance here. Additionally, I get Magical Secrets. This lets me pick any two spells (cantrips included) to become Bard spells, but it must be of a level I can cast. So for now up to 5th level. I'll pick up Staggering Smite from the Paladin spell list, for an extra 4d6 extra psychic damage to a single target. If they fail a Wisdom save it causes the creature to have disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn. And Steel Wind Strike from the Ranger (and Wizard) spell list, that allows me to teleport next to and up to five different foes and make melee spell attacks. If the attack hits, it deals 6d10 force damage to the target, for a little area of effect fun. The damage could end up being swingy, but pulling it off would be satisfying.

Level 17 (Monk 6/Bard 11) - 6th level spells are unlocked. I'm gonna drop Compulsion in favor of Mass Suggestion. It's a solid upgrade to Compulsion; longer duration, and concentration free, despite having a definitive creature cap of twelve. While I cannot suggest that they obviously harm themselves, I can suggest they… go to the nearest port and board the next boat. That will get them out of my hair for a bit.

Level 18 (Monk 6/Bard 12) - Last ASI in this build. As I said in the previous post, I'm taking the Tough feat here. +36 HP now, and a total of +40 in two levels. However, getting War Caster or Resilient CON can assist with the low constitution modifier for concentrating on spells. No new spells this level, so at least the Sword Dancer is a little heartier.

If you did get the Amulet of Health you'd have more health at this level without Tough than no amulet and Tough. Remember, only three attunement slots in this build. Be sure to choose wisely!

Level 19 (Monk 6/Bard 13) - The Song of Rest die becomes a d10. A 7th level spell slot is unlocked now. Prismatic Spray is the spell choice for this level. I'll style it as the rhythmic flow of energy surging out of my body. For every creature in a 60 foot cone in front of me, I'll roll a d8 to determine how the rhythm is gonna hit them. On a failed save they'll be taking 10d6 fire, acid, lightning, poison, or cold damage, a restrain that can lead to them being petrified, or blindness leading to banishment. Brutal!

Level 20 (Monk 6/Bard 14) - And now for the capstone of the build. Firstly, another pair of Magical Secrets are up for grabs. So, now I can pick from cantrips all the way up to 7th level, but I only have one 6th and one 7th level slot. Fizban's Platinum Shield is a fantastic option; half cover (+2 to AC and DEX saving throws), elemental damage resistance, and Evasion (DEX saves for half damage are negated if you succeed). Heal will be the other pick; 70 points of healing and ends the blinded and deafened conditions, as well as diseased. Secondly, instead of expending a Bardic Inspiration for one of my Blade Flourishes, I can roll a d6 instead. It's less max damage or bonus to AC, but it's limitless.


Okay. I've completed the build. Let's see what it can do!

At 20th level I've gained enhanced skills from what I was already able to do in the previous tiers of play:

  • Added debuffs like slow, hold monster, staggering smite, & mass suggestion.
  • Added mass cure wounds, & heal boosting the support options.
  • Added an offensive mobility option with steel wind strike.

These choices have led to a character who has the following ability scores and proficiencies: STR 8 (-1), DEX 18 (+4), CON 12 (+1), INT 8 (-1), WIS 16 (+3), CHA 18 (+4). +9 Perception, +10 Stealth, +11 Athletics, +15 Insight, +16 Acrobatics & Performance, with others at +2 to +7. Base AC of 17, but up to 23 if using a free d6, or up to 27 if using a Bardic Inspiration. Spell save DC of 18, and a Ki save DC of 17.

Techniques:

Now the Sword Dancer can use an excellent defensive tactic. Cast Fizban's Platinum Shield as a bonus action and Dodge as an action. This will make it harder to get hit with attack rolls and have the Evasion I missed out not taking another level in Monk.

A precast of Bane will lessen a foe's chance to save against a Stunning Strike. A different attacking tactic is to cast Staggering Smite as a bonus action. Hitting with the first attack would allow me to sweep the leg & shove (trip) prone. Again, using a Silvery Barbs reaction if they succeed on the save or check. Also, casting Slow on a group of enemies can greatly help me and my party, especially if I'm able to follow it up next round with Prismatic Spray. Can't forget hitting up to five creatures with Steel Wind Strike to juke out of a bad situation.

Now were there abilities I wish it had, or other things I wish I could do? Indeed. Even with Tough, the hit points are nowhere near where I'd like them, nor is the constitution. A little Sneak Attack damage while using Invisibility would be nice. And Action Surge would be an absolute boon to get!

How does the Sword Dancer line up with it's inspiration? The Dancer class in Final Fantasy XI is one that dual wields, so if I was making it as faithful as possible, I'd have taken only one level of Monk and Two-Weapon Fighting instead of Dueling. A returning handaxe (styled as a chakram) would be nice too. But I think this is a pretty great representation of the class with a bunch of extras sprinkled in; healing (both single target and AoE), buffing, enfeebling, damage, and physical damage mitigation!


That wraps up the Sword Dancer. I hope you all enjoyed it. Let me know what you think.

Next time, I'll try to present a build that isn't afraid to exercise the demons... wait.

Well until then, stay safe and have fun!

Peace!

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