Robezpierre
2021-06-16, 09:44 AM
I've been working on a NecroDancer subclass for bard in my spare time. None of the existing homebrews or builds really hit what I wanted to exist and play: a bard, who summons backup dancers/fighters/accompanists from the ranks of the undead. This is a bard subclass that would play melee initially, and have melee or range attack styles as options at higher levels.
I have not been able to play-test yet, though, and I would really appreciate feedback. The specific issues I've been grappling with most recently: the level 14 capstone feels underpowered or too late; the NecroDance feels too situational.
NecroDance - Starting at 3rd level, you can use a bonus action to spend a Bardic Inspiration die and begin a Necrodance, and summon several undead backup dancers. The area within 10 feet of you is difficult terrain for all creatures except you. When a creature moves into a space within 10 feet of you or starts its turn there they must make a Dexterity saving throw against your spell save DC, or fall prone. You can use an action to force all creatures within 10 feet of you to make a dexterity saving throw or take 1d4 necrotic damage. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level. After 1 minute, the undead return to their rest. A NeroDance requires Concentration.
Spells and Proficiencies
When you become a NecroDancer, you gain proficiency in Performance, and have access to the following expanded spells.
1 Cause Fear
3 Gentle Repose
5 Summon Undead
7 Shadow of Moil
9 Danse Macabre
Undead Accompaniment - At level 6, as an action or when you begin a NecroDance, you can start an Undead Accompaniment. It lasts for a minute or until you lose concentration. You raise a swarm of undead monsters, who have the 'undead swarm' statblock (see below).
You and the swarm share one attack, movement, and bonus action, and your reaction. You can split those actions between yourself and the swarm in any way, including splitting the movement between both units.
If either you or the swarm does not move in a turn, you must make a concentration save to keep the Accompaniment going - you are out of sync.
While you have Accompaniment, you have a bonus to Concentration checks and Performance rolls equal to your charisma modifier.
You can use this feature a number of times equal to your Charisma modifier each day. You regain uses after a long rest.
Shadow Accompaniment - Starting at level 14, if your undead swarm taken an attack action this round, you can also take an action.
Undead Swarm: Large swarm made up of medium creatures
A swarm can partially occupy any other creatures space, and vice versa. It can move through any space that can accommodate a small creature.
AC 10+your Proficiency Bonus (PB)
HP 5+5 times your Bard level
Speed: 25 feet
Damage Resistance: bludgeoning, piercing, slashing
Immunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Undead Swarm shares your Proficiency Bonus
Undead Summon: The Undead Swarm uses your proficiency bonus when making ability checks or saving throws
Actions: Maul, melee weapon attack: 1d20+your spell attack modifier to hit, reach 5ft, one target. Hit: 1d8+2+PB bludgeoning damage
I have not been able to play-test yet, though, and I would really appreciate feedback. The specific issues I've been grappling with most recently: the level 14 capstone feels underpowered or too late; the NecroDance feels too situational.
NecroDance - Starting at 3rd level, you can use a bonus action to spend a Bardic Inspiration die and begin a Necrodance, and summon several undead backup dancers. The area within 10 feet of you is difficult terrain for all creatures except you. When a creature moves into a space within 10 feet of you or starts its turn there they must make a Dexterity saving throw against your spell save DC, or fall prone. You can use an action to force all creatures within 10 feet of you to make a dexterity saving throw or take 1d4 necrotic damage. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level. After 1 minute, the undead return to their rest. A NeroDance requires Concentration.
Spells and Proficiencies
When you become a NecroDancer, you gain proficiency in Performance, and have access to the following expanded spells.
1 Cause Fear
3 Gentle Repose
5 Summon Undead
7 Shadow of Moil
9 Danse Macabre
Undead Accompaniment - At level 6, as an action or when you begin a NecroDance, you can start an Undead Accompaniment. It lasts for a minute or until you lose concentration. You raise a swarm of undead monsters, who have the 'undead swarm' statblock (see below).
You and the swarm share one attack, movement, and bonus action, and your reaction. You can split those actions between yourself and the swarm in any way, including splitting the movement between both units.
If either you or the swarm does not move in a turn, you must make a concentration save to keep the Accompaniment going - you are out of sync.
While you have Accompaniment, you have a bonus to Concentration checks and Performance rolls equal to your charisma modifier.
You can use this feature a number of times equal to your Charisma modifier each day. You regain uses after a long rest.
Shadow Accompaniment - Starting at level 14, if your undead swarm taken an attack action this round, you can also take an action.
Undead Swarm: Large swarm made up of medium creatures
A swarm can partially occupy any other creatures space, and vice versa. It can move through any space that can accommodate a small creature.
AC 10+your Proficiency Bonus (PB)
HP 5+5 times your Bard level
Speed: 25 feet
Damage Resistance: bludgeoning, piercing, slashing
Immunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Undead Swarm shares your Proficiency Bonus
Undead Summon: The Undead Swarm uses your proficiency bonus when making ability checks or saving throws
Actions: Maul, melee weapon attack: 1d20+your spell attack modifier to hit, reach 5ft, one target. Hit: 1d8+2+PB bludgeoning damage