SkyFury
2017-05-15, 04:16 AM
Dancer (Archetype 1)
HIT POINTS
Hit Dice: 1d6 per dancer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per ranger level after 1st
PROFICIENCIES
Armor: None
Weapons: Simple weapons, Whips
Tools: None
Saving Throws: Wisdom, Dexterity
Skills: Choose three from Acrobatics, Athletics, History, Insight, Investigation, Nature, Perception, and Stealth
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a whip or (b) any simple weapon
• (a) a dungeoneer’s pack or (b) an explorer’s pack
• (a) 2 Daggers
Dancer Archetype 1
Level
Proficiency Bonus
Features
1st
+2
Fighting Style, Unarmored Swiftness
2nd
+2
Unworldly Movement
3rd
+2
Archetype
4th
+2
Ability Score Improvement
5th
+3
Whirling Dervish (Archetype features)
6th
+3
Arcane Flash
7th
+3
Evasion (Archetype features)
8th
+3
Ability Score Improvement
9th
+4
Unworldly Reaction
10th
+4
Arcane Flash Improvement
11th
+4
Defensive Duelist (Archetype feature)
12th
+4
Ability Score Improvement
13th
+5
Arcane Flash Improvement
14th
+5
Danger Sense
15th
+5
Forbidden Arts
16th
+5
Ability Score Improvement
17th
+6
Unworldly Reaction Improvement
18th
+6
Arcane Flash Improvement
19th
+6
Ability Score Improvement
20th
+6
Sixty-Four Rotations (Capstone features)
Unarmored Swiftness
Beginning at 1st level, while you are wearing no armor and not wielding a shield.
You gain a +10 bonus to your speed. Your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Fighting Style:
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Whip Lasher
You can use your action to shoves and pulls a medium or smaller creature to unbalance it. A creature that you can see that is within your whip reaches must make a Dexterity saving throw. On a failed save, you can either knock the creature prone or pull it up to 5 feet closer to you.
Unworldly Movement
Beginning at 2nd level, add your proficiency bonus to your AC
You can take a bonus action on each of your turns in combat to take the Dash, Disengage, or Dodge action.
Archetype: Blade Dancer
Starting when you choose this archetype at 3rd level, a creature you attack this turn cannot take reactions until the end of your next turn. At 11th level, you gain Defensive Duelist feats.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Whirling Dervish (Archetype feature)
Beginning at 5th level, when a creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
Arcane Flash
Beginning at 6th level, You can use an action to send a burst of wave from your slashing motion. Each creature in a 5 by 30 ft. line must make a dexterity saving throw. A creature takes 3d8 force damage on a failed save, or half as much damage on a successful one. The damage increases to 4d6 at 10th level, 5d6 at 13th level, and 6d6 at 18th level. After you use the Arcane Flash. You can’t do so again until you finish a long rest.
Evasion (Archetype features)
Starting at 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Unworldly Reaction
Starting at 9th level, you can take reaction up to twice, instead of once. The number of reaction you can take increases up to three when you reach 17th level in this class.
Danger Sense
Starting at 14th level, you have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Forbidden Arts
At 15th level, you gain one of the following features of your choice. After you use this feature. You can’t do so again until you finish a short rest or long rest.
Dazzling Escape You can use your reaction to make your body becomes blurred and teleport up to 30 feet to an unoccupied space that you can see.
Blade Flurry You can use your action to make melee attacks against any number of creatures within 20 feet of you, with a separate attack roll for each target.
Obliteration You can use your action to make your body becomes blurred and teleport to a creature within 30 feet of you to make melee attack with lightspeed barrage with +5 to hit. On a hit, the target takes extra 8d6 slashing damage. Additionally, you can use your bonus action to teleport back to previous space before the use of this feature.
Sixty-Four Rotations (Capstone features)
Starting at 20th level, you can cast Freedom of Movement at will once without expending a spell slot or material components. You can’t do so again until you finish a short rest or long rest.
----
Thank you for read my glass cannon homebrew class.
This class still need some balancing and still in the progress in my one-shot.
I would really appreciate if you guys leave some awesome ideas.
Cheers !!!
HIT POINTS
Hit Dice: 1d6 per dancer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per ranger level after 1st
PROFICIENCIES
Armor: None
Weapons: Simple weapons, Whips
Tools: None
Saving Throws: Wisdom, Dexterity
Skills: Choose three from Acrobatics, Athletics, History, Insight, Investigation, Nature, Perception, and Stealth
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a whip or (b) any simple weapon
• (a) a dungeoneer’s pack or (b) an explorer’s pack
• (a) 2 Daggers
Dancer Archetype 1
Level
Proficiency Bonus
Features
1st
+2
Fighting Style, Unarmored Swiftness
2nd
+2
Unworldly Movement
3rd
+2
Archetype
4th
+2
Ability Score Improvement
5th
+3
Whirling Dervish (Archetype features)
6th
+3
Arcane Flash
7th
+3
Evasion (Archetype features)
8th
+3
Ability Score Improvement
9th
+4
Unworldly Reaction
10th
+4
Arcane Flash Improvement
11th
+4
Defensive Duelist (Archetype feature)
12th
+4
Ability Score Improvement
13th
+5
Arcane Flash Improvement
14th
+5
Danger Sense
15th
+5
Forbidden Arts
16th
+5
Ability Score Improvement
17th
+6
Unworldly Reaction Improvement
18th
+6
Arcane Flash Improvement
19th
+6
Ability Score Improvement
20th
+6
Sixty-Four Rotations (Capstone features)
Unarmored Swiftness
Beginning at 1st level, while you are wearing no armor and not wielding a shield.
You gain a +10 bonus to your speed. Your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Fighting Style:
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Whip Lasher
You can use your action to shoves and pulls a medium or smaller creature to unbalance it. A creature that you can see that is within your whip reaches must make a Dexterity saving throw. On a failed save, you can either knock the creature prone or pull it up to 5 feet closer to you.
Unworldly Movement
Beginning at 2nd level, add your proficiency bonus to your AC
You can take a bonus action on each of your turns in combat to take the Dash, Disengage, or Dodge action.
Archetype: Blade Dancer
Starting when you choose this archetype at 3rd level, a creature you attack this turn cannot take reactions until the end of your next turn. At 11th level, you gain Defensive Duelist feats.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Whirling Dervish (Archetype feature)
Beginning at 5th level, when a creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
Arcane Flash
Beginning at 6th level, You can use an action to send a burst of wave from your slashing motion. Each creature in a 5 by 30 ft. line must make a dexterity saving throw. A creature takes 3d8 force damage on a failed save, or half as much damage on a successful one. The damage increases to 4d6 at 10th level, 5d6 at 13th level, and 6d6 at 18th level. After you use the Arcane Flash. You can’t do so again until you finish a long rest.
Evasion (Archetype features)
Starting at 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Unworldly Reaction
Starting at 9th level, you can take reaction up to twice, instead of once. The number of reaction you can take increases up to three when you reach 17th level in this class.
Danger Sense
Starting at 14th level, you have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Forbidden Arts
At 15th level, you gain one of the following features of your choice. After you use this feature. You can’t do so again until you finish a short rest or long rest.
Dazzling Escape You can use your reaction to make your body becomes blurred and teleport up to 30 feet to an unoccupied space that you can see.
Blade Flurry You can use your action to make melee attacks against any number of creatures within 20 feet of you, with a separate attack roll for each target.
Obliteration You can use your action to make your body becomes blurred and teleport to a creature within 30 feet of you to make melee attack with lightspeed barrage with +5 to hit. On a hit, the target takes extra 8d6 slashing damage. Additionally, you can use your bonus action to teleport back to previous space before the use of this feature.
Sixty-Four Rotations (Capstone features)
Starting at 20th level, you can cast Freedom of Movement at will once without expending a spell slot or material components. You can’t do so again until you finish a short rest or long rest.
----
Thank you for read my glass cannon homebrew class.
This class still need some balancing and still in the progress in my one-shot.
I would really appreciate if you guys leave some awesome ideas.
Cheers !!!