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SaintCharlesVII
2016-01-08, 02:06 AM
Hello Giants.

I am new to homebrewing and wanted to try my hand. I do not know if anything like this has been done before.

I designed this class without too much thought to balancing and was hoping you guys could help me out. I am rather bad at critiquing my own work.

Thanks in advance!:smallsmile:

Sword Dancer

Hit Die: d8

Proficiencies: Skills: Choose Two (2): Perform, Acrobatics, Athletics, Persuasion, Stealth, Sleight of Hand, Deception or Perception
Saves: Dexterity, Charisma
Weapon: Simple, martial
Armor: None


LevelProf. BonusFeaturesMove speed BonusSword Dancing
1+2Sword Dance, Agile Maneuvers-2 rounds
2+2Nimble Dance10 ft.2 rounds
3+2Archetype, Evasion10 ft.2 rounds
4+2Ability Score Increase10 ft.2 rounds
5+3Extra Attack15 ft.3 rounds
6+3Astounding Dance15 ft.3 rounds
7+3Uncanny Dodge15 ft.3 rounds
8+3Ability Score Increase15 ft.3 rounds
9+4Archetype20 ft.4 rounds
10+4Agile Athletics20 ft.4 rounds
11+4Archetype20 ft.4 rounds
12+4Ability Score Increase20 ft.4 rounds
13+5Improved Sword Dance25 ft.5 rounds
14+5Archetype25 ft.5 rounds
15+5Irresistible Dance25 ft.5 rounds
16+5Ability Score Increase25 ft.5 rounds
17+6Archetype30 ft.6 rounds
18+6Resist the Darkness30 ft.6 rounds
19+6Ability Score Increase30 ft.6 rounds
20+6Avatar of Joy30 ft.6 rounds


Features:

Sword Dance: A Sword Dancer can dance 1/day at 1st level and an additional time every 3 levels. She can dance for a time period depicted on Table 1: Sword Dancers. This sword dance entails bonuses depicted on Table 2: Sword Dancing. A Sword Dancer activates this as a bonus action. (This idea was somebody else's, I just wanted to expand on it and adjust it, however I cannot post a link to the author; it was a post on the candlekeep forums by diogrigor.)

In addition, the Sword Dancer is able to replace her Strength Modifier with her Dexterity Modifier when determining her weapon attacks and damage.


LevelAttackSaves
1st13
3rd13
5th24
7th24
9th35
11th35
13th46
14th56
17th67
20th77


Agile Maneuvers: A sword dancer can make use of the disengage or dash action as a bonus action. Also, she may use her Charisma modifier in determining her Armor Class. This makes her effective Armor Class 10 + Dex + Cha. This ability only functions when she is wearing no armor.

Nimble Dance: A Sword Dancer gains move speed as seen on Table 1: Sword Dancers

Archetype: Choose an archetype.

Evasion: It is Evasion

Extra Attack: gain another attack

Astounding Dance: While in her Sword Dance, a Sword Dancer may use cast Misty Step as a spell like ability. She may do this a number of times per day equal to her Charisma modifier.

Uncanny Dodge: It is Uncanny Dodge.

Stunt of a Performer: A Sword Dancer may add their bonus to their Performance skill to their long jump distance, or half of that to their tall jump distance.

Improved Sword Dance: The Sword Dancer gains advantage on all attacks while in her Sword Dance.

Irresistible Dance: A Sword Dancer can use Otto's Irresistible Dance as a spell-like ability 1/day

Resist the Darkness: A Sword Dancer gains proficiency in Wisdom Saving Throws, resistance to psychic damage

Avatar of Joy: gain resistance to nonmagical and one element of her choice, +10 on Performance

Archetypes:

Illusionist: Gain features at levels 3, 9, 11, 14 and 17

Level 3: Illusions: An Illusionist Sword Dancer may use any Illusion spell that is of a spell level that a 1/3 caster could cast (such as the Arcane Trickster) could cast. She can do this cantrip: at will 1st: 4, 2nd: 3, 3rd: 3, 4th: 1, this effect can only use spells up to 4th level.

Level 9: Touch of Turmoil: An Illusionist Sword Dancer can cause many things to happen just with the touch of her hand. As a standard action, an Illusionist can transform any area (up to 20 square feet) into difficult terrain. Also, she may create an obstacle of up to the same size in any shape she desires. These effects are treated as illusions and are affected by disbelieving saves in the same way.

Level 11: Consistent Illusions: If an Illusionist Sword Dancer of 11th level is out of spell-like abilities of 3rd level or higher, she may replace one of her lower level uses with one of up to one level higher at the start of an encounter. Also, if she is out of 2nd and 1st level spell-like abilities, she gains 1 use of each. These new uses cannot be exchanged for a higher level use unless it is exchanged at the start of an encounter different than the encounter that she gained the uses from.

Level 14: Master of Illusions: An Illusionist Sword Dancer gains advantage when using an Investigation check to disbelieve or see through an illusion.

Level 17: Cultured Illusionist: An Illusionist may use any of her spell-like abilities and, as a bonus action, make an attack action ( as long as she is wielding a weapon in one hand and nothing in the other). Also, her Touch of Turmoil ability increases to an area of 40 square feet and she does not have to be adjacent to a part of it (range becomes 30 ft.)

Generalist: Gain features at levels 3, 9, 11, 14, and 17

Level 3: Fighting Style: A Generalist may choose any of the fighting styles offered to a Fighter.

Level 9: Dancer's Fury: A Generalist may cast Magic Missile as a spell-like ability once per day. She uses her level in comparison to a wizards to determine what level the spell can be cast at cast at.

Level 11: Cure to All: A Generalist wishes to help those in need. As a standard action, she can heal a target for 1d8 per four (4) Sword Dancer levels. This also removes all negative status effects and grants them resistance to all damage for one turn. This can be used a number of times per long rest equal to her Charisma modifier.

Level 14: True Seeing: A Generalist gains true vision 30 ft.

Level 17: Reactionary Fighting: A Generalist may use their reaction when they are hit by an attack, this can include any weapon or spell. This reaction is used to make an attack against the target that attacked them, provided they are able to reach them. Also, when the Generalist has made their attack, they may move up to half their speed. They can do this a number of times per day equal to their Charisma modifier.

Joy Bringer: Gain features at levels 3, 9, 11, 14, and 17.

Level 3: Inspire: A Joy Bringer may inspire all of her allies within 30 ft, this is a standard action. When she does this, all of her allies gain 10 move speed and a +2 to their attack and damage rolls. This inspiration last for a number of rounds equal to the Joy Bringer's Charisma modifier. A Joy Bringer cannot inspire her allies if they cannot hear her.

Level 9: Helpful Style: A Joy Bringer can aid her allies in many circumstances. As a bonus action, a Joy Bringer can give aid to one individual. This aid turns out in the form of a d6 that is added to the next roll that that character makes. For a creature to gain this bonus, they must be able to see or hear the Joy Bringer, or the Joy Bringer must be adjacent to them. This die increases to a d8, d10 and d12 as the new Archetype features are achieved. This can be used a number of times per long rest equal to her Charisma bonus.

Level 11: Hatred of Hate: A Joy Bringer takes a particular disliking to those that spread Evil in the worst of ways- hate. A Joy Bringer can declare any enemy within 10 ft. of her as her subject of disapproval. This grants her a +2 on damage vs them and +2 AC against their attacks. This is cast as a bonus action.

Level 14: Joyous Success: A Joy Bringer is not bound by the rules of this world. Once per short rest, she may reroll any roll that she has made. She can do this before or after the DM has declared if it was a success. Also, on this reroll, the Joy Bringer may add their Charisma modifier (regardless of if it has already been added).

Level 17: Hopeful Renewal: Once per day, a Joy Bringer can use Mass Heal as a spell-like ability.



Please feel free to advise me of any replacements in the class.

Ninja_Prawn
2016-01-08, 04:40 AM
You've got this tagged as 5e, but there's a lot of obsolete terminology in here. It would be very helpful if you could clean up the references to perform / perform (dance), spell-like abilities, specialisation, mind-influencing effects, the feint action, improved evasion and improved uncanny dodge, none of which are defined in 5e. Also, caster level no longer determines spell level.

I'm not entirely on board with the dance mechanism, because it makes the class very easy to hit at low levels (unless you're a mountain dwarf).

Overall, I suspect this idea would work better as a rogue subclass rather than a full class of its own.

Other thoughts:

Illusions is way overpowered as an archetype ability. It should be changed to 1/3 casting, as per the arcane trickster.

Attunement is basically the same as a fighting style. I'd replace it with a choice of fighting styles. It also conflicts with the term used for magic items.

Cure to All and Helpful Style can't be at-will. That is broken. They should be Cha mod times per long rest or once/short rest, probably.

Hatred of Hate should cost a bonus action.

SaintCharlesVII
2016-01-09, 03:33 AM
Thank you so much for your advice.

I'm sorry for all the allusions to other editions, I did not think about it.

I did consider writing this as a subclass of the rogue but thought that it did not fit completely with what I wanted. Maybe I will create one as such and compare them.

I did not mean Cure to All and Helpful Style to be at will, I just forgot to include that- my bad.

I was thinking of replacing the scaling AC bonus during the Sword Dance with a static bonus, or I could give them 10 + Cha as a base AC, similar to Monk and Barbarian.

Please review these editions.

Rogem
2016-02-19, 02:17 PM
Just curious about this:

(This idea was somebody else's, I just wanted to expand on it and adjust it, however I cannot post a link to the author)

Would you like to at least mention their name? :)

PoeticDwarf
2016-02-19, 03:34 PM
First the skills. You can choose 0 of 2 skills? Or do you get both? Just let them pick.
The level 6 feature gives a skill you already have normally. Or probably take before. Most features are stolen which is a bit boring. Agile athlete? Peformance is a cha skill and fluff is misleading. Spellcasting illusionist is explained strangely and the level 9 feature of the Generalist... I just don't get it

I like the idea and it sounds pretty cool but change just some stuff. It is now with too many weird features. Balance seems... okay

Rogem
2016-02-25, 02:48 AM
the level 9 feature of the Generalist... I just don't get it

You may cast Magic Missiles at will, as a wizard of the same level.

So, it's basically an at-will spell that doesn't have its level or spellcasting ability defined.
Spells don't scale by caster level in 5E.

Here's a somewhat balanced revision:
You may cast Magic Missiles as a 1st level spell at will. Your spellcasting ability for this spell is Charisma.

PoeticDwarf
2016-02-27, 07:23 AM
You may cast Magic Missiles at will, as a wizard of the same level.

So, it's basically an at-will spell that doesn't have its level or spellcasting ability defined.
Spells don't scale by caster level in 5E.

Here's a somewhat balanced revision:
You may cast Magic Missiles as a 1st level spell at will. Your spellcasting ability for this spell is Charisma.

Thank you. Your version is better because 1. Spell like ability and 2. Caster of that level

SaintCharlesVII
2016-03-24, 10:03 PM
Sorry, I have not been able to respond in awhile. Thank you for your criticism.

I fixed the skills so that you have a choice. It was stupid of me to forget that.

How do you already have the level six feature? Nothing else gives expertise.

Could you explain what was confusing about the Illusions ability, please.

Also, the magic missile is cast once per day, at the spell level that you choose of the spell levels available to a wizard of the same level for their spells. I realize the wording was quite aberrant and have changed it.

Perhaps you could suggest some changes that would make more sense to the character and finally, if the balance is suboptimal, please feel free to give your ideas for adjustments.

Thank you again for your assistance.