Knife Dancer (5e Class)
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Knife Dancer
She stood in the hall, her knife hidden by shadow, pale moonlight shining on her face. As she peered down on the bustling city streets she locates her target. Her eyes start to glow bright with red energy, she leaps forth lunging her knife down on the target. Screams echo out alerting the city's guards, and suddenly she is surrounded by dozens of soldiers. She pulls down her face mask, revealing a dastardly grin. Her eyes flash, and she raises her hand in the air, red energy leaps out of the sand materializing as hundreds of knives materialize, each glowing brightly. Within seconds the guards are sprawled along the street, bleeding heavily, with a snap of her fingers the blades dissipate into thin air.
Gracefully Deadly
Knife Dancers mow down enemies in the heat of battle, relying not only on their weapons but their magic too. Any time a Knife Dancer is on your side, any battles you face are bound to end quickly. If they're against you, well, you'd better start counting your blessings. More often than not Knife Dancers are used as spies or assassins but they can also be soldiers. A knife dancers magic comes from their soul and practice, which makes them a very versatile Class, almost a "Jack of all trades".
Creating a Knife Dancer
Knife Dancers are dangerous, yet versatile. What made them like this varies, they could've had this forced upon them and they had no choice. Some do it because they just love the thrill of the kill, while others do it to avenge loved ones. Some even do it because of their love of money, only with the intent of pulling a profit. Few Knife Dancers do it for the people, Usually just for selfish or psychotic reasons. Therefor, think about what type of person you want your Knife Dancer to be. Are they selfish? are they vengeful? Are they doing this for the greater good of humanity?
- Quick Build
You can make a Knife Dancer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Outlander background. Third, choose Daggers or Shortswords, as for spells, choose the Eldritch Slash, Floral Slash, Whirlwind Slash cantrips.
Class Features
As a Knife Dancer you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Knife Dancer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Knife Dancer level after 1st
- Proficiencies
Armor: Light
Weapons: Simple weapons, martial weapons
Tools: Choose one from thieves' tools or poisoner supplies
Saving Throws: Dexterity, Charisma
Skills: Choose three from Arcana, Athletics, Deception, Insight, Investigation, Perception, Stealth and Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Two Daggers
- (a) Leather Armor and a Shortsword or (b) Studded Leather Armor
- (a) Thieves' Tools or (b) Poison Kit
- (a) Explorer's Pack or (b) Dungeoneer's Pack
- If you are using starting wealth, you have 4d4 x 10 in funds.
Level | Proficiency Bonus |
Features | Cantrips Known | Spells Known | Improvisation Points | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | ||||||
1st | +2 | Improvisation | 3 | 2 | 1 | — | — | — | — | — |
2nd | +2 | Spellcasting Ability, Fighting Stance | 3 | 3 | 2 | 2 | — | — | — | — |
3rd | +2 | Manipulation | 3 | 4 | 3 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 5 | 4 | 3 | — | — | — | — |
5th | +3 | Hysteria | 4 | 6 | 5 | 4 | 2 | — | — | — |
6th | +3 | — | 4 | 7 | 6 | 4 | 2 | — | — | — |
7th | +3 | Manipulation | 4 | 8 | 7 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 9 | 6 | 4 | 3 | — | — | — |
9th | +4 | — | 4 | 10 | 9 | 4 | 3 | 2 | — | — |
10th | +4 | Hysteria | 4 | 11 | 10 | 4 | 3 | 2 | — | — |
11th | +4 | Manipulation | 4 | 12 | 11 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 4 | 12 | 12 | 4 | 3 | 3 | — | — |
13th | +5 | — | 4 | 13 | 13 | 4 | 3 | 3 | 1 | — |
14th | +5 | Manipulation | 4 | 13 | 14 | 4 | 3 | 3 | 1 | — |
15th | +5 | Hysteria | 4 | 14 | 15 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 4 | 14 | 16 | 4 | 3 | 3 | 2 | — |
17th | +6 | Manipulation | 4 | 15 | 17 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | — | 4 | 15 | 18 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 4 | 15 | 19 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Hysteria, ArchKnife Dancer Type | 4 | 15 | 20 | 4 | 3 | 3 | 3 | 2 |
Spellcasting Ability
Spellcasting You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations.
Cantrips You know two cantrips of your choice from the knife dancer spell list. You learn additional knife dancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the knife dancer table.
Spell Slots The knife dancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.
Spells Known of 1st Level and Higher You know four 1st-level spells of your choice from the knife dancer spell list.
The Spells Known column of the knife dancer table shows when you learn more knife dancer spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the knife dancer spells you know and replace it with another spell from the knife dancer spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability Charisma is your spellcasting ability for your knife dancer spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a knife dancer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus You can use a dagger as a spellcasting focus for your knife dancer spells.
Fighting Stance
At 2nd level, you get more in depth with your training, affecting your Fighting Stance. Your Knife Dancer's Fighting Stance has different benefits and downsides based on which stance you select, making your selection very crucial to what type of character you want your Knife Dancer to be.
At 11th level, you can choose one additional stance. You can exit a stance, or change stances as a bonus action.
- Genshu
The Genshu Fighting Stance is all about damage, consisting of slower, but more aggressive jabs and slashes. Once in each of your turns, you can add your Charisma modifier to the damage of your attack rolls with knife dancer weapons.
Your initiative rolls are reduced by an amount equal to your proficiency bonus while you are in this stance.
- Morogat
The Morogat Fighting Stance is a defensive stance, consisting of defensive blocks more than offensive attacks. As a reaction against an attack, you can add your Charisma modifier to your AC.
Your attacks damage is reduced by an amount equal to your proficiency bonus while you are in this stance.
- Siagato
The Siagato Fighting Stance focuses on speed, utilizing lots of spins and flips. You add your Charisma modifier to your initiative rolls, and you can Disengage on the beginning of your turn without taking an action.
Your attacks damage is reduced by an amount equal to your proficiency bonus while you are in this stance.
- Nendare
The Nendare Fighting Stance is utilized to increase accuracy, using open swipes and lunges, leaving them open to attack by others. Once in each of your turns, you can add your Charisma modifier to the attack rolls with knife dancer weapons.
Your AC is reduced by an amount equal to your proficiency bonus.
Improvisation
At 2nd level, you begin to learn how to improvise in the heat of battle. You have a number of improvisation points equal to the number shown on the Knife Dancer table, and you regain any improvisation point you spent after finishing a long rest.
You can spend any number of improvisation points, up to a maximum equal to your proficiency bonus, every time you need to make an attack roll, skill check or saving throw.
- Deadly Replenishment
Whenever you reduce a creature to 0 hit points, you regain one improvisation point. The maximum amount of improvisation points you can regain by killing creatures equal your Charisma modifier. You can't regain improvisation points in that manner again until you finish a short or a long rest. Improvisation points gained in that manner are loss on your next rest.
Manipulation
At 3rd level, you tap into your inner magic to manipulate the energy around you to alter your weaponry. You gain one weapon manipulation of your choice, and another one at 7th and 15th level. Only one manipulation can be used at a time.
- Dual Bladed
Creates an exact copy of your weapon out of energy, and is flipped vertically, allowing two attacks with one weapon. The copy is made out of energy, and you can engage in two weapon fighting with it. When you make an attack with the weapon as an action, you can use your bonus action to make a second attack with the energy blade. The energy blade have the same properties of the copied weapon, but deals force damage instead. If the weapon is thrown, it appears on your hand at the start of your turn.
- Sword
Energy shoots out of the blade of your weapon, shaping itself as the blade of a longsword. The weapon have the same properties of the longsword, and also the light and the finesse properties. It deals force damage, instead of the regular damage.
- Lance
Energy extends the handle of the weapon and widens the blade. Your shortsword or dagger gains the reach property, and deal force damage, instead of the regular damage.
- Shield
Energy molds into the shape of a shield, with the handle of the weapon acting as the shield grip. While wielding the weapon, your AC increases in +2 while wielding the weapon.
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 can't increase an ability score above 20 using this feature.
Hysteria
At 5th Level, when you are reduced to a fourth of your maximum amount of hit points, you enter a state of blind rage. While in this state, you have resistance to all damage types.
In addition, attacks made with knife dancer weapons are critical on a hit, and your movement speed increases in 15 feet. The hysteria ends if you don't take damage or deal damage for more than 1 round.
Versatile Dancer
Starting at 5th level, whenever you finish a short or a long rest, you regain all your improvisation points.
Knife Dancer Archetype
When you reach the 20th level you are able to select one of the following archetypes for your Knife Dancer class
- Clouded Dagger
You now gain a +2 in all attack damage dealt with daggers or shortswords and a +2 to any checks with any two skills of your choosing.
- Twinkle Toes
You gain a +2 in any rolls to avoid a spell or attack and a +2 to any checks with any two skills of your choosing.
- Dagger Storm
You gain a +5 range in using daggers as a melee weapon and a +20 max range as a thrown weapon. You also gain a +2 to any checks with two skills of you choosing.
- Hysterical Being
You are able to use the Hysteria ability at your choosing and when under 1/2 health (rounded down). You also gain a +2 to any checks with two skills of your choosing.
All abilities give you the ability to cast spells without the necessary components listed in the spell but instead do so but tapping into your fighting stance and weapons energy.
Subclasses
Knife Fighter
- Improvisational Movement
Starting at 3rd level, you can increase your mobility whenever you improvise. When you spend improvisation points, you gain the following benefits until the end of your turn:
- You gain the benefits of the Disengage and Dash actions.
- Your jump height is doubled, and uses your Dexterity, instead of Strength, to make checks for jumping and determine the height.
- You gain resistance to bludgeoning damage.
- Bleeding Strike
At 6th level, you can cut a deep wound on the target, casing it to bleed. Make an attack roll with a melee weapon that has both the finesse and light property. On a hit, you deal the regular damage, and the target starts to bleed. The bleeding lasts for 1 minute and causes damage equal to 1d4 necrotic in each of its turns for the duration. If that creature regain 1 hit point, the bleeding stops.
This doesn't affect creatures resistant to necrotic damage, immune to slashing or piercing damage, undead (except vampire and vampire spawn) and oozes.
You can use this feature a number of times equal to your Dexterity modifier, and regain its uses after finishing a long rest.
- Glancing Blow
Whenever you fail an ability check, saving throw or attack roll, you can spend a number of improvisation points equal to your proficiency bonus to allow you to add that number to the roll, potentially causing you to succeed instead.
Dervish
- Devilish Cut
Starting at 3rd level, whenever you take the Attack action on your turn, your walking speed increases in 10 feet and you can choose to spend your improvisation points to your Damage rolls.
In addition, whenever you add your improvisation points to your Damage rolls you can either:
- Also increase your AC by the number of points spent, until the start of your next turn.
- Move additional 10 feet, without provoking opportunity attacks.
- Deal damage equal to twice the number of improvisation points you spent.
- Dance of Death
At 6th level, you perform a terrific blade dance. The dance requires concentration, as if you were concentrating on a spell, and lasts for 1 minute.
During this time, you can use your bonus action in each of your turns to make one additional attack with a melee weapon that have both light and finesse property. This bonus action attack automatically hits any creature frightened by you.
Once you use this feature, you can't use it again until you finish a long rest.
- Thousand Cuts
Starting at 14th level, whenever you use your Devilish Cut feature, you can deal extra damage equal to half your proficiency bonus (rounded down), instead of spending improvisation points.
Knife Dancer Spell List
- Cantrips
Aerial Strike, Blade Ward, Eldritch Slash, Floral Slash, Trident Reach, True Strike, Whirlwind Slash
- 1st Level
Battle Cry, Charm Person, Critication, Disguise Self, Hunter's Mark, Red Veil, Rip Line, Blade of Shadow, Storm of Knives, Zealous Flurry
- 2nd Level
Blade of Red, Enthrall, Fakeout, Find Traps, Locate Object, Silence, Invisibility
- 3rd Level
Carapace, Death from Above, Hypnotic Pattern, Lethality, Major Image, Bullet Jump, Shadow Veil
- 4th Level
Chromatic Blade, Confusion, Deadshot, Fabricate, Eclipse
- 5th Level
Bladed Nightmare, Torrential Strike, Unleashed
Knife Dancer Spells
- Aerial Strike
Evocation Cantrip
Casting Time: 1 action
Range: Self
Components: V,S
Duration: Instantaneous
You launch up into the air, driving down directly on the target enemy, dealing an extra 2 damage on top of your weapon's damage.
- Battle Cry
1st-level Transmutation
Casting Time: 1 action
Range: 15 ft
Components: V
Duration: 1 round
You manipulate the air around you, amplifying your voice, you roar out a rallying battle cry to bolster your allies' abilities. Up to 3 targets within 15 ft of you gain a +2 to attack rolls, and an extra d4 damage to their attacks.
On a higher level cast, the number of targets increase by 1.
- Blade of Red
2nd-level Necromancy
Casting Time: 1 action
Range: Self
Components: V,S
Duration: Instantaneous
Your blade turns a shade of deep red, thrusting it into the ground, all enemies within 15 ft of you must make a Dex save or, take 4d6 piercing damage, while enemies within 30 ft of you take 2d6 piercing damage or half on a success. When cast using a higher spell slot, you gain an extra d6 to your damage.
- Blade of Shadow
1st-level Necromancy
Casting Time: 1 action
Range: Self
Components: V,S,M (a small amount of poison ivy)
Duration: 1 turn
Your blade turns completely black, for 1 turn, any damage dealt to an enemy is healed back to the user.
- Bladed Nightmare
5th-level Transmutation
Casting Time: 1 action
Concentration
Range: Self
Components: V,S
Duration: 5 minutes
You manipulate the energy around you into thousands of knives, you then envelop yourself in the blades, creating a suit of armor. Your AC becomes 18, on a successful attack, you deal an extra 4d6 slashing damage, and if you are damaged by an enemy, the target takes 2d6 slashing damage.
- Bullet Jump
3rd-level Evocation
Casting Time: 1 action
Range: Self
Components: V,S
Duration: Instantaneous
You get hurled upward spiraling like a bullet, all grounded creatures within 5ft of you get pushed back 5ft and you get launched forward up to 60ft and launched upward up to 40 ft.
- Carapace
3rd-level Abjuration
Casting Time: 1 action
Concentration
Range: Self
Components: V,S,M (a large beetle)
Duration: 1 hour
You mold energy around your body, creating a temporary armor that adds 3 AC to your Armor Class.
- Chromatic Blade
4th-level Abjuration
Casting Time: 1 action
Concentration
Range: Self
Components: V,S,M (a small candle, a vial of poison, a piece of metal charged with electricity, or a bottle of snow)
Duration: 2 turn
You tap into the elements to heighten your weapon, the material you use determines the element. Replacing your base damage, your weapon deals 6d8 (fire, poison, electric, cold) damage. Once the spell hits, the spell fades.
- Critication
1st-level Divination
Casting Time: 1 action
Range: Self
Components: V,S
Duration: 2 turn
A red outline appears for you on the most crucial sections of enemies within 30ft of you, adding a +2 to your attack roll, and a +1 to your attack damage.
- Deadshot
4th-level Enchantment
Casting Time: 1 Bonus action
Range: 60ft
Components: V,S
Duration: 1 round
You guide an allies aim, allowing them to instantly hit a target at advantage (roll damage twice, take the higher number) and a damage bonus of +3.
- Death From Above
3rd-level Evocation
Casting Time: 1 action
Range: Self
Components: V,S,M (a mirror (just a mirror on hand, it doesn't get consumed))
Duration: Instantaneous
You manipulate the energy around you, creating two copies of yourself, the two clones leap into the air each dealing 4d8 slashing damage each. On a higher level cast increase the damage by 1d6.
- Eclipse
4th-level Evocation
Casting Time: 1 action
Concentration
Range: Self
Component: V,S
Duration: 1 minute
You utilize the light around you, bolstering your abilities. In light you gain a +5 to your attack damage, in shadow you gain a +5 to your AC and when attacked by enemies reduct their damage dealt by -3.
- Eldritch Slash
Evocation Cantrip
Casting Time: 1 action
Range: Self
Components: V,S
Duration: 1 turn
You imbue your blade with eldritch energy, dealing 1d6 force damage, adding to the weapon's base damage.
- Fakeout
2nd-level Illusion
Casting Time: 1 action
Range: Self
Components: V,S,M (a voodoo doll)
Duration: 1 round
If you cast this before you are killed, you leave behind a fake corpse that dissipates after one round, leaving you at 2 health, and granting you a movement action.
- Floral Slash
Abjuration Cantrip
Casting Time: 1 action
Range: Self
Components: V,S
Duration: 1 turn
Your weapon sprouts flowers and vines, on a successful hit, 3 vines get hurled out attacking up to 3 targets. Each vine deals 1d4 piercing damage.
- Lethality
3rd-level Transmutation
Casting Time: 1 action
Range: Self
Components V,S
Duration: 1 round
You stare deep into your enemy, learning their weaknesses, you gain a +3 to attack rolls, +3 to attack damage, and the target loses 2 AC from their Armor Class, when the target attacks you they roll at disadvantage.
- Red Veil
1st-level Illusion
Casting Time: 1 action
Range: Self
Components: S,M (a small vial of blood)
Duration: 10 minutes
You shroud yourself in a veil of magical energy, seeming invisible to enemies, but as a red outline to allies. The veil dissipates if you attack someone, regardless of how much time the spell has left.
- Rip Line
1st-level Conjuration
Casting Time: 1 action
Range: Self
Components: V,S
Duration: Instantaneous
Energy seeps out of your hand creating a hook, it shoots out at your target area and has a range of 60 ft, if it hits a wall it will pull you towards your destination, if it hits an enemy it deals 1d8 piercing damage, pulls them to you, and knocks them to the ground.
- Shadow Veil
3rd-level Illusion
Casting Time: 1 action
Range: Self
Components: V,S,M (a vial of orc blood)
Duration: 30 minutes
You have become better adept at using your magic to conceal your presence, the spell now only dissipates if light shines upon you. You now appear as a dark figure to allies, rather than an outline.
- Storm of Knives
1st-level Evocation
Casting Time: 1 action
Range: 120 ft
Components: V,S
Duration: Instantaneous
Energy leaps out of the ground beneath you, materializing as dozens of knives. The knives can travel up to 120 ft and attack an enemy. On a hit they take 6d4 slashing damage, When cast using a higher spell slot it adds an extra d4 per level.
- Torrential Strike
5th-level Evocation
Casting Time: 1 action
Range: Self
Components: V,S
Duration: Instantaneous
You leap forward with unimaginable speed, dealing 8d8 damage to one target within 60ft.
- Trident Reach
Abjuration Cantrip
Casting Time: 1 action
Range: Self
Components: V,S
Duration: 1 turn
A jet of water propels your weapon like a rocket, giving it a 30/120 range and a +1 to damage.
- Unleashed
5th-level Evocation
Casting Time: 1 action
Range: Self
Components: V,S
Duration: 3 rounds
You go berserk, energy rises up from the ground, forming as talons on your hands, become a killing machine, you now have a move speed of 60ft, an AC of 20, your talons are unable to miss, low numbers deal 6d12 slashing damage, while high numbers deal 10d12. On a high roll the spell maintains for another round.
- Whirlwind Slash
Evocation Cantrip
Casting Time: 1 action
Range: Self
Components: V,S
Duration: Instantaneous
You thrust your weapon forward spinning fast enough to toil the surrounding wind. Any enemies in a 5ft range take 1d6 slashing damage, and any enemies in a 15 ft range take 1d4 force damage.
- Zealous Flurry
1st-level Evocation
Casting Time: 1 action
Range: Self
Components: V,S,M (a vial of sugar)
Duration: Instantaneous
You thrust your weapon foward in a flurry of jabs, dealing 4d4 damage to every target in a 5ft range. When cast using a higher spell slot, you add an extra d4 per level.
Multiclassing
Prerequisites. To qualify for multiclassing into the Knife Dancer class, you must meet these prerequisites: A dex score of 16 and a cha score of 14.
Proficiencies. When you multiclass into the Knife Dancer class, you gain the following proficiencies: Deception and Stealth
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