Blade Dancer

Blade Dancer

Chain of Pain

Also at 3rd level, as an action, you can make a ranged dagger weapon attack at an enemy within range. On a hit, the dagger wraps around the creature and creates a magical chain linking you two together. Once attached you decide on the length of the chain, it can be as small as 10ft or as long as 30ft. If the chain is smaller than the distance between you, that creature must succeed on a Strength Saving Throw or be pulled closer to you until you meet the chains length. While chained together the following benefits are gained.

You both have advantage on attacks against each other
You both have disadvantage on Dexterity Checks and Saving Throws
You both cant exceed the length of the chain

You can end the effect as a bonus action or a creature can make a Athletics Check contested by your save DC to break free of the chain. Once the effect ends the dagger drops to the ground. 

Defence of Daggers

Starting at 6th level, if you are wielding two daggers, when you are hit you can use your reaction to parry the attack and add 2d4 to your AC potentially causing the attack to miss. 

Wheel of Blades

At 11th level, as an action, you destroy one of your daggers and create six magical daggers in your space. They float in the air and orbit you for 1 minute. When you use this feature and as a bonus action on each of your turns thereafter, you can expend one or two of the daggers, sending them streaking toward a point or points you choose within 120 feet of you. Once a dagger reaches its destination or impacts against a solid surface, the dagger explodes sending smaller daggers in every direction. Each creature within 5 feet of the point where the dagger explodes must make a Dexterity saving throw. A creature takes 2d6 piercing damage on a failed save, or half as much damage on a successful one. If a creature moves into your space or if you move into another creatures space, all remaining daggers explode. You concentrate on this as if concentrating on a spell.

Soul Blade

Starting at 17th level, as a bonus action you can activate your Soul Blade which gives you such precision strikes and such a quick pace while you dance around your enemies its hard for them to understand what has happened before its too late. Until the end of your turn your dagger weapon attacks hit the special areas on your enemies that it cause them additional effects. Roll a d8 for each hit and apply the effect below:

  1. Prone and must use all of their movement to stand up
  2. Frightened until they succeed on a Wisdom Saving Throw
  3. Blinded until they succeed on a Wisdom Saving Throw
  4. Deafened until they succeed on a Constitution Saving Throw
  5. Restrained until they succeed on a Strength Saving Throw
  6. Poisoned until they succeed on a Constitution Saving Throw
  7. Stunned until they succeed on a Wisdom Saving Throw
  8. Paralyzed until they succeed on a Wisdom Saving Throw

Once you use this feature you cant do so again until you finish a long rest.