Void Dancer
You move through battle like a phantom carried on breath and instinct. Your blade flows with purpose, each motion part of a larger, deadly choreography. Yet deep within this trance lies a growing silence—a spiritual void that offers you power, clarity, and the ever-looming temptation to surrender completely. A true Void Dancer does not fight—they perform, merging art with execution.
Void Meter
At 2nd level you gain a personal Void Meter that reflects how deep you have entered your killing trance. It begins at 0 and increases or decreases based on your actions:
Gain 1 Void when:
You hit two or more creatures in one turn
You critically hit
You end your turn without taking damage
Lose 1 Void when:
You take damage
You fail to meet the movement conditions of an active Danceform
You end your turn without attacking or moving at least 10 feet
Void has a maximum value of 5. If it reaches 6, you fall into the Dance of the Hollow Self (see level 15).
Danceforms
At 2nd level you learn a unique style of Battle Techniques called Danceforms. These techniques cost Vitality Points and enter you into a specific battleflow pattern until the start of your next turn.
Each Danceform:
Grants unique movement geometry or positioning rules
May apply bonuses when successfully completed
Often provides a method to gain Void or control it
You learn your first Danceform, Dance of Spiraling Embers, at level 2, and more as listed in your custom battle techniques. You can only have one Danceform active at a time.
Battle Technique – Dance of Spiraling Embers (Subclass Battle Technique)
Cost: 2 Vitality Points
Action: Bonus Action
Effect: You enter a figure-eight dance, tracing two 10-foot radius circles side by side. If you move through both circles on your turn and end within one, you:
Deal +1d8 psychic damage on your next attack
Ignore resistance to that damage
Gain +2 AC vs ranged attacks until your next turn
If you complete the dance, gain 1 Void.
Void Trance
At 7th level while your Void Meter is 4 or 5, you are in a state of heightened clarity. You gain:
+2 to Dexterity saving throws
Your movement speed increases by 10 feet
You have advantage on Initiative rolls
Additionally, at the start of combat, you begin with 1 Void.
Bonus Danceform – Dance of Falling Leaves
Cost: 1 Vitality Point
Action: Bonus Action
Effect:
You may move up to 10 feet after each successful attack, without provoking opportunity attacks
If you hit 3 different creatures, gain 1 Void and regain 1 Momentum Die
Thread the Path
At 10th level you’ve learned to channel the Void to move with perfect control.
Once per turn when you gain Void, you may immediately:
Switch to a different Danceform without spending Vitality
Or move 10 feet without provoking opportunity attacks
Also, while in any Danceform, when you take the Dash action, you may make one weapon attack as part of that movement.
Dance of the Hollow Self
At 15th level when your Void Meter reaches 6, you fall into the Dance of the Hollow Self.
For 1 minute or until subdued, you are overcome by instinct:
You automatically attack the nearest creature (friend or foe) each turn
You cannot speak, take the Help action, or retreat
Your attacks:
Crit on a roll of 18–20
Deal an additional 1d10 psychic damage
Ignore resistance and immunity to nonmagical damage
You gain no Vitality or Momentum during this time
An ally may attempt a DC 17 Charisma (Persuasion) or Grapple check to end the trance
If you reduce an enemy to 0 HP while in this state, you must succeed a Wisdom saving throw (DC 14) at the end of that turn or remain in it.
Some warriors fear the Void. Others... dance deeper.
Final Dance
At 18th level when you fall into the Dance of the Hollow Self, you may now choose to retain your mind:
You keep control, though the rules and buffs remain
You may now distinguish ally from enemy
You gain resistance to all damage for the duration
You may do this once per long rest. Subsequent falls into the Hollow Self behave as before.
Signature Move Upgrade II – Bladeflow Severance (Final Form)
At 18th level your Bladeflow Severance now strikes with refined purpose.
You may choose up to 5 creatures you moved near during your turn (within 10 feet)
Make a single attack roll and compare it to all targets' ACs
On a hit, each takes +2d10 psychic damage, and must succeed on a Wisdom saving throw or be blinded and silenced until the end of your next turn
If at least 3 targets are hit, gain 1 Void and 1 Momentum Die
Subclass Battle Techniques (Danceforms)
In addition to Spiraling Embers and Falling Leaves, you may select or unlock the following:
Dance of Crescent Steps
Cost: 2 VP – Action
Trace a 20-foot arc around your front. Move along the arc (up to your speed), making one attack against each creature adjacent to your path. +1d6 psychic on hit.
Dance of the Mirror Current
Cost: 2 VP – Reaction
Until your next turn, if a creature misses you with a melee attack, make a weapon attack in return. If you end your next turn within 5 ft of them, your attack is made with advantage and bonus psychic damage equal to Void.
Dance of Silent Wind
Cost: 1 VP – Bonus Action
Dash in a straight line up to 30 ft. All creatures within 5 feet of the path must succeed on a Wis save or have disadvantage on all attacks for 1 turn. If you don’t end adjacent to an enemy, gain 1 Void.
Void Dancer Combo Finishers
Still Blade Motion (2 Combos)
Remain nearly motionless in form. All attacks this turn have advantage, and deal bonus psychic damage equal to your Dex mod.
Deadly Rhythm (3 Combos)
Hit 3 times in a row on one target. Next hit is a guaranteed critical, and you regain 2 Vitality Points.
Ghost Spiral Bloom (4 Combos)
Complete 2 different Danceforms in one turn. You vanish and reappear up to 60 ft away. Creatures you passed near take 5d10 psychic damage and are frightened until your next turn.
Mastery Combo – Last Dancer Beneath the Moon
“The rhythm ends. The blade remains.”
Trigger: Complete 2 Combo Finishers totaling 6 combos in a single encounter.
Effect:
You enter the Final Dance and become untargetable until the start of your next turn.
Teleport up to 60 feet, striking up to 6 enemies you pass within 10 feet of.
Each makes a Dex save or takes 8d10 psychic/slashing damage, and becomes blinded and silenced for 1 round.
At the end, choose:
Reset your Void Meter to 0, or
Fall into the Hollow Self (with or without control)
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