Light Dancer (5e Class)
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Light Dancer
Stealthy dancers
Creating a Light Dancer
- Quick Build
You can make a Light Dancer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the entertainer background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Light Dancer you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Light Dancer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Light Dancer level after 1st
- Proficiencies
Armor: None
Weapons: Simple Weapons, Crossbows
Tools: Disguise Kit, Thieves' Tools
Saving Throws: Dexterity, Charisma
Skills: Choose 4 from Acrobatics, Athletics, Deception, Insight, Performance, Persuasion, Sleight of Hand and Stealth.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Common Clothing, Fine dance clothes
- (a) 2 daggers or (b) 1 hand crossbow with 20 Crossbow bolts
- (a) Rapier or (b) Maul
- (a) Disguise Kit or (b) Thieves Tools
Level | Proficiency Bonus |
Features | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||
1st | +2 | Light Lance, Sneak Attack | — | — | — | — | — |
2nd | +2 | Expertise | 2 | — | — | — | — |
3rd | +2 | Dance style | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | — | — | — | — |
5th | +3 | Dance Style, Uncanny Dodge | 4 | 2 | — | — | — |
6th | +3 | <!-Class Feature2-> | 4 | 2 | — | — | — |
7th | +3 | — | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 3 | — | — | — |
9th | +4 | Dance style | 4 | 3 | 2 | — | — |
10th | +4 | <!-Class Feature2-> | 4 | 3 | 2 | — | — |
11th | +4 | <!-Class Feature2-> | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
13th | +5 | <!-Class Feature2-> | 4 | 3 | 3 | 1 | — |
14th | +5 | Dance style | 4 | 3 | 3 | 1 | — |
15th | +5 | <!-Class Feature2-> | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Dance style | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
20th | +6 | <!-Class Feature2-> | 4 | 3 | 3 | 3 | 2 |
Lightdancing
Starting at 1st level, you gain access to the cantrip dancing lights. This cantrip doesn't count against the number of cantrips you know.
Additionally, as a reaction when you take suffer an attack, you can emit a strong light, blinding temporarily the attacker, causing it to miss and blinding it until the start of your turn. Once you use this feature, you can't use it again until you finish a long rest.
Flashing Movement
Starting at 2nd level, you can use the light movement to increase your speed. Whenever you are on an area with bright light, you can take the dash action as a bonus action. This movement doesn't provoke attacks of opportunity. Starting at 9th level, you can move through walls, ceilings and water while dashing.
Radiant Destruction
At 2nd level, whenever you cast a spell of 1st-level or higher that deals damage, you can deal additional damage equal to your proficiency bonus. This damage is radiant.
You can use this feature a number of times equal to your Charisma modifier, and you regain all uses of this feature after finishing a long rest;
Luminous Essence
At 6th level, you can assume the form of a being made of pure light. You remain in this form for 1 minute, or until you dismiss it as an action. While in this form, you can't take actions, speak or manipulate objects. You have a flying speed equal to twice your movement speed, and you can occupy spaces occupied by hostile creatures.
You have advantage on Dexterity saving throws and are resistant to all forms of damage, except psychic and necrotic.
You can use this feature twice, regaining the ability to do so again after a short or a long rest.
Evasion
Illuminated Distortion
Starting at 9th level, you can give yourself advantage on Stealth and checks with the Disguise Kit while you are under bright light. In addition, you can use your bonus action to teleport to any area lit with bright light up to a range of 15 feet.
Light Perfection
Archetypes
Celestial Light
- Bright Spear
You can manifest a spear of pure celestial light. It has the same statistics of a spear, but deals radiant damage instead of piercing damage, and you can use your Charisma instead of Strength for the attack and daamge rolls.
- Mark of Radiance
Starting at 3rd level, you envelop a creature in bright light, marking it with radiant destruction. As a bonus action, the creature is affected for the following effects:
- For the duration, every time you hit this creature with an attack, you deal additional 1d4 radiant damage.
- The creature emits a bright light in a 10-foot radius, and dim light for the next 10 feet.
- All attacks against this creature are made at advantage.
You can't use this feature again until you finish a short or a long rest.
- Bright Destruction
At 5th level, once in each of your turns, you can add a d8 to the damage roll of a effect, feature or spell that deals radiant damage. If the effect targets multiple creatures, you must choose one.
- Mantle of Light
At 10th level, you can spend one spell slot of 1st-level or higher and use your action to cover yourself with a mantle of pure light. Doing reduce all the next damage you take by 1d10, dealing the same amount against the attacker in radiant damage. You roll 1d10 for each spell slot spent, and the protection lasts until you next rest.
In addition, while the mantle is active, you can use your action to blind a creature. The target must make a Dexterity saving throw against your spell save DC, or is blinded until the end of your next turn.
- Mark of Divine Light
At 15th level, your mark of radiance becomes more powerful. The additional radiant damage dealt increases to 1d8. In addition, you can use this feature twice, before finishing a short or a long rest.
- Wings of Light
When you reach the 18th level, you can manifest wings made of pure light from your back as a bonus action. While manifested, you emit bright light in a 30-foot radius and dim light in another 30 feet. You gain flying movement speed equal to your walking speed, and you can Dash with these wings.
Mesmer Dancer
- Master of Illusions
Starting at 3rd level, you can cast any illusion you know of 1st-level, without spending a spell slot, a number of times equal to your Charisma modifier, regaining your uses after a long rest. In addition, you can try to disguise yourself using light, as if you were with a disguise kit in hand. You need to have an arcane focus on hand to do so. You add the double of your proficiency bonus these disguise kit checks. All checks against this feature are made at disadvantage when you are under bright light.
- Stronger Manipulations
Starting at 5th level, you continue to develop your talent for the light manipulation and illusions. When casting an illusion spell, you gain a +1 bonus to your spell save DC unless your spellcasting focus grants a higher bonus. This bonus increases when you reach certain levels in this class, increasing to +2 at 9th level and +3 at 15th level.
- Permanent Deception
Starting at 10th level, you can sustain any illusion of 1st level or lower you know, with the duration of 1 minute or higher, for 8 hours. You can sustain one illusion in that manner without requiring concentration. In addition, any illusion spell you cast with the duration higher than instantaneous will last for the double of the duration.
- Light Construct
Starting at 15th level, you can shape light into a physical being. Choose any creature you have seen, with a CR equal to your proficiency bonus. Spending 10 minutes, you create a copy of that creature made of light. The copy has the same statistics of the copied creature, but only half its hit points and it is a construct, instead of the former type. Any damage caused by this creature is changed to psychic or radiant (you made this choice on the moment of the creation).
You can have only one light construct created at the same time, and creating another one will automatically destroy the anterior.
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
You can use this feature a number of times equal to your Charisma modifier, being unable to do it again until you finish a long rest.
- Light Clone
Starting at 18th level, you learn the spell simulacrum, which you can cast by spending two 5th-level spell slots, at the end of the 12-hour process.
Light Warrior
- Light Ordinance
While not wearing armor or shield, your AC equals 10 + your Charisma modifier + your Dexterity modifier.
In addition, you can create a copy of any melee weapon that lacks the heavy or the two handed property on your hand as a bonus action. The light copy is equal in any aspects to the normal weapon, but deals radiant damage instead of its normal damage, and you can use your Charisma modifier for attacks and damage rolls with it. The weapon instantly disappear after leaving your hands.
- Avatar of Light
At 3rd level, you can use your bonus action to summon an armor made of pure light. You gain the following benefits:
- You can use your Charisma modifier instead of Strength, in all your Strength checks and saving throws.
- You gain temporary hit points equal to the amount of levels you have on this class.
You can use this feature a number of times equal to your proficiency bonus, regaining your uses after a long rest.
- Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
- Glowing Aura
Starting at 10th level, whenever you summon your avatar of light, all creatures within 10-foot radius must make a Dexterity saving throw against your spell save DC or be blinded by the light of the conjuration until the end of your next turn.
Starting at 18th level, the range increases to 30-foot radius.
- Illuminated Strikes
At 15th level, your attacks while you are on your avatar of light form deal additional radiant damage equal to 1d4.
In addition, once in each of your turns, you can replace one of your attacks with a light explosion. All creatures within 10 feet must make a Dexterity saving throw or take 1d6 radiant damage and be blinded until the start of your next turn.
- Avatar of Light
At 18th level, your light construct become a giant form of pure light. Your size become huge while in this form, and all your attacks gain additional 10 feet of reach. In addition, you gain additional movement speed of 10 feet while in this form.
Furthermore, your damage die increases in one categories while in this form (a d4 becomes a d6 and a d6 a d8, for example).
Multiclassing
Prerequisites. To qualify for multiclassing into the Light Dancer class, you must meet these prerequisites: 13 Dexterity, 13 Charisma
Proficiencies. When you multiclass into the Light Dancer class, you gain the following proficiencies:
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