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- May 2017
Sworddancer (thoughts, comments, concerns?)
A class for DnD 5e
Heavily inspired and lovingly borrowed elements from:
SaintCharlesVII Sword Dancer
Flavor: There are those who dance with death on the battlefield using speed, grace, and precision outmaneuver and incapacitate their foes. These individuals believe in the inherent beauty of combat shunning shows of brute force in favor of agility and finesse. Whether entertaining a crowd with acrobatic choreographed fights and gladiatorial combat or weaving between enemies with arcs of blood accentuating the steps sworddancers feel best on the move. With the clash of steel and flash of spells as the music, all combatants are unwitting partners in this deadly artistry. The blade is drawn, the performance is about to begin.
Spoiler: Class featuresHit Points
Hit Dice: 1d8 per sworddancer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per sworddancer level after 1st.
Armor: Light armor
Weapons: Dagger, sickle, longsword, rapier, scimitar, shortsword,
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Deception, Intimidation, Perception, Performance, Athletics and Sleight of Hand
You start with the following equipment, in addition to the equipment granted by your background:
- Any one sworddancer melee weapon
- (a) two daggers, (b) one shortsword or (c) any one light weapon that you are proficient with
- Leather armor, and an explorer's pack or entertainerís pack
Spoiler: Advancement table
level proficiency bonus features 1 +2 Fighting style, fluid movements 2 +2 Momentum 3 +2 Step Sequence 4 +2 Ability increase 5 +3 Extra attack, primed momentum 6 +3 Step Sequence 7 +3 Evasion 8 +3 Ability increase 9 +4 Step Sequence 10 +4 Unhindered movement , improved primed momentum 11 +4 Precision 12 +4 Ability increase 13 +5 Intricate footwork 14 +5 Step Sequence 15 +5 Improved primed momentum 16 +5 Ability Increase 17 +6 Improved unhindered movement 18 +6 Step Sequence 19 +6 Ability improvement 20 +6 Prepared Flurry
You adopt a particular style of fighting as your specialty. Choose one of the following options. You canít take a Fighting Style option more than once, even if you later get to choose again.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack with two hands, you can reroll the die and use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
You have understood that raw power isn't enough when it comes to defeating an opponent stronger than oneself. As such, you may choose whether you want to use your Strength or Dexterity ability modifier for attack and damage rolls made with a weapon you are proficient in.
Beginning at 2nd level, your combat becomes fluid, and you can link together the movements to deadly effect. Each time you land a hit on an enemy creature you gain a momentum point , which can be expended to improvise the next step in the form. You do not gain momentum from attacks which are done with a reaction.
You lose a momentum point after 1 minute, or if your movement speed becomes 0. You may not have more than three momentum points at one time.
You may expend momentum in the following ways:
You may expend one momentum point as a reaction to a creature that attacks you. If you do, you may make one melee weapon attack against that attacker.
- Double Step
On your turn, you may expend one momentum point to gain an additional 10 feet of movement until the start of your next turn.
When you are the target of an attack you may, as a reaction, expend a momentum point to impose Disadvantage on that attack roll.
At 3rd level you chose a dance form you which to master. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 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 canít increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 5th level, when you roll for initiative you gain 1 momentum point
At 10th level you gain 2 momentum points, and at 15th level you gain 3 momentum points when you roll initiative.
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragonís lighting breath or a fireball spell. 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.
At 10th level, you are no longer hindered by difficult terrain, including magical difficult terrain.
At 17th level, spells and magical effects can neither reduce your speed nor cause you to be paralyzed or restrained.
At 11th level, your strikes are especially powerful and precise. Whenever you hit a creature with a melee weapon on your turn, the creature takes an additional 1d8 weapon damage.
Beginning at 13th level, whenever you use your momentum to make a sidestep, your movement does not provoke opportunity attacks from enemies until the end of your turn. When you use your momentum to make a double step you gain 20ft of movement instead of 10ft.
At 20th level, your mastery of the Form is comprehensive. As an action, you can unleash a series of up to seven melee weapon attacks against any creatures within 15 feet. You do not need to expend movement to reach these creatures, your movement does not provoke opportunity attacks, and you may end your movement in any empty space within range. After you use this feature you cannot use it again until you complete a short rest
Born of battle these fighters have uncanny reflexes and forms beaten from steely resolve into a deadly versatility. The sound of the war drum is the only music they need darting between ďpartnersĒ leaving blood and broken banners in their wake.
At 3rd level you have sharpened your senses and trained your body to react quickly to the smallest of movement in the enemy. You gain the ability to
- You may may take the disengage action as a bonus action
- You gain additional reaction each round but you may only perform a melee attack
- Any creature in 5ft of you is subject to acts of opportunity even if they take the disengage action.
- You may expend 2 momentum points to perform an action surge gaining another action per turn. You may only use this once per short or long rest and the additional action does not gain you momentum points.
At 6th level when an attacker you can see hits you with an attack you can use a reaction to halve the damage against you. Uncanny dodge cannot be used in conjunction with the counter or sidestep momentum features on the same attack.
Bag of Tricks
At level 9 a sworddancer has experienced numerous battles and has discovered how to seamlessly incorporate ranged attacks into their movements. Wielding a sword in one hand your free hand may make a ranged attack without breaking momentum provided you made a melee attack that turn.
- You are proficient in single hand ranged weapons including thrown weapons and the hand crossbow
- You may cast a spell if you are able to cast them
- You can weave the somatic components of a spell even if you have weapon in one or both hands
- You do not gain momentum points from ranged or spell attacks.
Improved Fighting Style
At level 14 you have honed your style to its utmost form:
- Improved Dueling
If you're wielding a melee weapon in one hand and no other weapons, your next attack after countering will be considered a critical hit one roll lower than standard for the weapon.
- Improved Two-Weapon Fighting
After double stepping, your next off-hand weapon attack will be made with an Advantage.
- Improved Great Weapon Fighting
After sidestepping you may add 1d6 damage to your next attack provided to attack missed.
At level 18 you are acutely aware of how creatures move and how to use it to your utmost advantage.
- Your attacks on reactions and during an action surge gain you momentum points
- If you would lose momentum due to being grappled, restrained or incapacitated, you can make a DC 15 Dexterity check. If successful, you will retain all your momentum.
- You may expend momentum points to make an action surge twice between short or long rests but not in the same turn.
Spoiler: Battle TranceBattle Trance
There are those which can drop willingly into abstraction, heightening their abilities. By undergoing great strain, these masters of form draw themselves away from the mundane so that their physical powers are focused on this singular moment. In this way, masters of the battle trance master their unconscious self.
At 3rd level, you become able to enter a trance state in combat, elevating your awareness and ability. On your turn, you can start the trance as a bonus action.
While in the trance, you gain the following benefits:
- You are able to use an additional reaction each round.
- You may gain momentum points from attacks you make using a reaction.
- You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you canít cast them or concentrate on them while you are in the trance state.
Your trance lasts for 1 minute. It ends early if you are knocked unconscious, if you havenít attacked a hostile creature since your last turn, or if your movement speed becomes 0. You can also end your trance on your turn as a bonus action.
Once you have entered a trance a number of times equal to your Charisma modifier, you may not do so again until you complete a long rest.
At 6th level, when you are in a trance state you have advantage on Dexterity checks and Dexterity saving throws.
At 9th level, your focus on the art of combat leaves all other considerations behind. Your trance allows you to keep fighting despite grievous wounds. If you drop to 0 hit points while in a trance state and donít die outright, you can make a DC 10 Charisma saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
At 14th level, control of your body extends to control of your mind, giving protection against intrusion and malign influence. You gain proficiency with Charisma saving throws. In addition, you gain immunity to charm effects.
At 18th level, you gain an unconscious awareness of the area around you, and you can detect incoming threats. You gain blindsight in a 30 foot radius, and you gain advantage on Wisdom(Perception) checks.
Spoiler: Step of the SerpentStep of the Serpent
Practitioners of this form are much closer to their Rouge cousins taking duplicity and danger in stride. Whether providing a distraction or infiltrating a noble court as a spy or assassin these artists are just as dangerous with words as weapons.
At 3rd level, you are able to insert deceptions directly into the fluidity of combat. You gain the following momentum options. The DC for these options is 8 + your proficiency bonus + your Charisma modifier.
- Feint. Before you make a melee attack, you may expend one momentum point to attempt to force an enemy to overstep and create an opening. The creature must succeed on a Wisdom saving throw or your attack has advantage.
- Mislead. You may portray an aggressive stance even as you retreat from combat. As a bonus action, you may expend one momentum point to take the Disengage action as a bonus action on your turn.
- Distract. As a bonus action, you may distract an enemy and give an ally an opening to strike. Choose a creature within 5 feet. That creature must succeed on a Wisdom saving throw or an ally of your choice may immediately make a weapon attack against the target.
At 6th level you have mastered the art of the poisoner and have learned to add its potent powers to your strikes. You gain the following benefits
- You are proficient in the use of a poisonerís kit
- You may make a sleight of hand of hand check with advantage to rub poison in a wound, put poison in food or drink, or coat your blades secretly. The DC is 8+ your proficiency bonus+ your charisma modifier
At 9th level you know the value of a good distraction. You are able to cast Otto's Irresistible Dance as a spell-like ability once per long rest.
At 14th level, you can recognize and mimic the subtle characterizations in a personís deportment and manner. By subtly echoing them in conversation, you can harmonize your response to be more influential. You can choose to gain advantage on any Charisma (Deception) or Charisma (Persuasion) check. If you fail such a check the subject detects some imitation or deception, and you have disadvantage on Charisma checks against them for 1 minute.
At 18th level, you and your movements have embodied the ways of the snake. You gain the following benefits:
- You are resistant to poison damage
- Poisons you use gain an extra charge
- Poisons you create do an extra 1d8 of damage
- Your fluid movements grant you +2 to AC
Spoiler: Sunvine SashaySunvine Sashay
In a far-off land on the craggy side of a seaside cliff climb the curling tendrils of the sunvine. A plant long prized for the beauty of its flowers that glow gold in the sun and into the night, but those beguiled by its appearance should beware deadly thorns hidden below innocent petals.
At 3rd level you have altered your style after the influence of the sunvine. You gain proficiency in flexible reach weapons including whips, chains, and weighted ropes.
Additionally you gain the ability to:
- You can attempt to use your whip to get around basic obstacles, such as pit traps, by swinging across, or triggering it from afar by making an acrobatics check
- While you are wielding a whip, other creatures provoke an opportunity attack when they enter your reach.
At 6th level you can climb faster than most, climbing no longer costs you extra movement. Additionally when you make a running jump the distance you cover increases by a number of feet equal to your dexterity modifier plus 5.
At 9th level your mastery over your whip grants you more tricks. By expending a momentum point you may as a bonus action attempt to disarm, trip or grapple a foe within your reach. The attacker makes an attack roll contested by the targetís Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or ill effect, but the defender either drops the item, is knocked prone or is grappled. You can only grapple a creature that is of small, medium or large size. If the defender is grappled, the attacker cannot use the whip until the grapple ends.
At 14th level you are able to cast Misty Step as a spell-like ability a number of times per long rest equal to half your charisma modifier with a minimum of one.
At 18th level the essence of the sun infuses your being. You may increase light of an area by one level within a 10 foot radius of you for 10 minutes, increase the level to bright light within a 10 foot radius for 5 minutes, or create blinding light for 6 seconds in a 10 foot radius around you as a spell-like ability dealing 2d8 radiant damage and causing any creatures within to make a DC save of 10+your charisma modifier + your spell proficiency or be blinded for 3 rounds. This ability overcomes magical darkness and is considered sunlight. You may use this ability once per long rest.