Flame Dancer (5e Class)
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- 1 Flame Dancer
- 2 Creating A Flame Dancer
- 2.1 Class Features
- 2.1.1 Table: The Flame dancer
- 2.1.2 Dancing
- 2.1.3 Unarmored Defense
- 2.1.4 Quick Dance
- 2.1.5 Spellcasting
- 2.1.6 Flaming Dance Style
- 2.1.7 Dancing Flames
- 2.1.8 Fighting Style
- 2.1.9 Flaming Performers
- 2.1.10 Ability Score Increase
- 2.1.11 Extra Attack
- 2.1.12 Flaming Body
- 2.1.13 Burning Response
- 2.1.14 Charismatic flames
- 2.1.15 Leaping flames
- 2.1.16 Fire resistance
- 2.1.17 Compelled dance
- 2.1.18 Imaginary Flames
- 2.1.19 Step Through Flames
- 2.1.20 Master Of Flames
- 2.2 Flaming Rogue
- 2.3 Flaming demon
- 2.4 Flaming mage
- 2.1 Class Features
- 3 Multiclassing
An orc faces off against a pack of wolves. Suddenly he is wreathed in flames and starts dancing. As he dances, flame flies out of his arms. It's not long before they are all dead.
An elf is at a party, dancing to some music, when some thugs burst in, only to see the elf burst into flame. Before long they are running in fear.
Flame dancers have a close bond with fire, and often their strategies are to burn it all. Whether they are demons, mages, or rogues, they all use fire. They often have eccentric personalities, and will be seen around fire. People have come to expect flame dancers as a sort of entertainer, and will seek them out in towns for entertainment.
Creating A Flame Dancer
|A Flame dancer|
When creating a flame dancer, consider this info. What gave your character a fascination with fire? Was it a chance encounter with a dragon? Was it a festival or some other festive activity? Does your character actually dislike fire? If so, why do they use fire?
- Quick Build
You can make a flame dancer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the entertainer background. Third, choose 2 short swords, a disguise kit, and an entertainers pack (containing 20 torches and a tinder box). Lastly, choose the flaming rogue dance style.
As a Flame dancer you gain the following class features.
- Hit Points
Weapons: Finesse weapons, Simple weapons
Tools: Disguise kit, Entertainers pack
Saving Throws: Dexterity, Charisma
Skills: Choose three from slight of hand, stealth, deception, persuasion, arcana, acrobatics, performance
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 2 short swords or (b) A whip or (c) Any simple weapon
- (a) A disguise kit or (b) An entertainers pack
- 20 torches and a tinder box.
|Cantrips||Spells Known||Features||—Spell Slots per Spell Level—|
|1st||+2||2||0||Unarmored defense, Flaming dance style, Quick Dance||—||—||—||—||—|
|2nd||+2||2||2||Dancing flames, Fighting style||2||—||—||—||—|
|3rd||+2||2||3||Flaming dance style, Flaming performers||3||—||—||—||—|
|4th||+2||2||3||Ability Score Improvement||3||—||—||—||—|
|5th||+3||3||5||Flaming dance style, Extra attack||4||2||—||—||—|
|6th||+3||3||5||Flaming Body, Burning response||4||2||—||—||—|
|8th||+3||3||6||Ability Score Improvement||4||3||—||—||—|
|9th||+4||4||8||Flaming dance style||4||3||2||—||—|
|10th||+4||4||8||Leaping flames, Fire resistance||4||3||2||—||—|
|12th||+4||4||9||Ability Score Improvement||4||3||3||—||—|
|14th||+5||5||10||Flaming dance style||4||3||3||1||—|
|16th||+5||5||11||Ability Score Improvement||4||3||3||2||—|
|18th||+6||6||13||Step through flames||4||3||3||3||1|
|19th||+6||6||15||Ability Score Improvement||4||3||3||3||2|
|20th||+6||6||15||Master of flames||4||3||3||3||2|
You may use an action to begin dancing and use a bonus action to stop dancing. You are unable to dance while the following conditions apply: stunned, unconscious, paralyzed, petrified, restrained, incapacitated or exhausted.
When unarmored, your AC equals 10 + Charisma mod + Dexterity mod. This represents the inability to hit you and your ability to distract your enemy.
When combat starts, you can use your reaction to start dancing.
- At later levels
Starting at 3rd level, you gain an additional 10 ft of movement speed when dancing.
Starting at 1st level you know 2 cantrips of your choice that are either fire-based or from the wizard spell list.
DC spell save = 8 + Charisma modifier + proficiency bonus
Spell attack modifier = Proficiency bonus + Charisma modifier
- Spells of the first level and higher
Starting at 2nd level, you learn two 1st level spells of your choice that are fire-based or from the wizard spell list. The flame dancer chart shows when you learn more spells. Additionally, when you gain a level in this class, you can choose one of the flame dancer spells you know and replace it with another spell from spells you can learn which also must be of a level for which you have spell slots for.
- Preparing and casting spells
You do not need to prepare your spells and always have them ready. You regain all spell slots after a long rest.
- Conditional casting
You must be dancing to cast spells. Dancing counts as your somatic component for spells.
Flaming Dance Style
At 1st level, you choose a dance style. Choose between flaming rogue, flaming demon, or flaming mage. All are detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 5th, 9th, and 14th levels.
Starting at 2nd level, when you are dancing, your melee weapons (including natural weapons) are surrounded by a constantly-shifting, constantly-replenishing layer of arcs, puffs, flecks, and wisps of flame. When you hit a creature with a melee attack while dancing, you deal an additional amount of fire damage equal to your Charisma modifier (minimum 1). This damage increases by 1d4 when you reach 9th level (1d4 + Charisma modifier) and 15th level (2d4 + Charisma modifier).
Starting at second level, choose one of the following fighting styles.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must 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.
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.
Starting at 3rd level, when you use your Action to make an attack with a finesse weapon, you can use your Performance skill as your attack modifier.
Ability Score Increase
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. the number of attacks increases to three when you reach 11th level. You must be dancing to use this feature.
Starting at 6th level, while you are dancing, your body is wreathed in flames. A creature that touches you or that hits you with a melee attack while within 5 feet of you must make a Dexterity saving throw (DC equal to your spellcasting DC), taking 1d6 damage on a failure, or half as much on a success. The damage increases by 1d6 when you reach 12th level (2d6), and again when you reach 18th level (3d6).
Starting at 6th level, while you are dancing, if you are hit by a ranged attack from a creature that is within 60 feet of you, you can use your reaction to launch a fire bolt at the attacker. To do so, make a ranged spell attack against the creature. If the attack hits, you deal 1d10 fire damage to the creature. You may use this a number of times equal to your proficiency bonus per long rest. The damage increases by 1d10 when you reach 11th level (2d10), and 16th level (3d10).
Starting at 7th level, your can add your Charisma modifier as fire damage to spell attack rolls and damage modifiers.
Starting at 10th level, when you hit an creature with a fire-based attack or spell, you can deal half damage to an adjacent creature with a spell save dc dex save.
Starting at 10th level your experience with fire gives you resistance to it while you are dancing. If you already have innate fire resistance when not dancing, you gain fire immunity while dancing.
Starting at 13th level, you can point at a creature and force it to dance with a DC spell save. If it fails it starts dancing and takes 1d4 + Charisma modifier fire damage, every turn for a number of turns equal to your charisma mod. As its action it can attempt to dispel Compelled dance early, with a DC spell save. You can use this feature a number of time equal to your charisma mod (minimum of 1), before needing to take a long rest.
Starting at 15th level, when you begin to dance and until you stop dancing, illusory copies of yourself appear around you and seem to dance around you, repeatedly passing through you and each other, causing ranged attacks against you to have disadvantage. Creatures that have the ability to see through illusions (such as those with truesight) do not suffer disadvantage due to this ability. This ability can be used once per short rest.
Step Through Flames
Starting at 18th level, while you are dancing, you can use your action to flamboyantly teleport to an unoccupied destination that you can see within 60 feet of you. A 5-foot radius, 15-foot tall pillar of flame erupts explosively beneath your feet and appears to incinerate you. A similar pillar simultaneously erupts beneath the destination. When the pillars subside after a few seconds, you are revealed to now be at the destination. All creatures contacted by the pillars (except for you), must make a Dexterity saving throw, taking 10 (3d6) fire damage on a failure, or half as much on a success. Creatures that are grappling you and creatures within your space automatically fail this saving throw. You can use this ability a number of time equal to half your Charisma modifier (rounded up, minimum of 1) per long rest.
If a pillar is made to erupt from an already-existing fire or other comparable source of heat (a red-hot metallic floor, a crucible filled with molten iron, a magma flow, etc) the fire damage is increased to 17 (5d6). For example, the flame dancer could step into a burning campfire before using this ability, or select a burning campfire as the destination, or both.
Master Of Flames
Starting at 20th level, you gain the following benefits:
- If you did not already have innate fire resistance when you reached level 20, you gain innate fire resistance, even while you aren't dancing. While you are dancing, you gain fire immunity.
- If you already had innate fire resistance when you reached level 20, you gain innate fire immunity, even while you aren't dancing. While you are dancing, you gain partial fire absorption, regaining hit points equal to half of any fire damage dealt to you (minimum of 1).
- Your spells and attacks deal an extra die of fire damage. This extra die is added to the base damage of the spell and is doubled when you deal critical fire damage with a spell attack.
Flaming rogues are sneaky and quick, they often have a counter for any possibility.
Starting at 1st level, when you are hit by an attack, you can roll a performance check, if your roll beats a DC save of 15 - charisma mod - dexterity mod. You can reduce the damage by half, and make an attack against them. You can only use this feature if you are dancing.
Starting at 3rd level, when you are hit by an attack, you can teleport 10ft as a reaction. You do not provoke opportunity attacks when using this feature. You can use this feature a number of times equal to your charisma mod (minimum of 1). Must finish a long or short rest to regain use of this feature. You must be dancing to use this feature.
Starting at 5th level, you can roll performance, instead of stealth or slight of hand, when making a stealth or slight of hand check.
Starting at 9th level, you can make a creature think you are some where else, within 10ft off your self. They can attempt to make an Perception check, against your DC spell save in order to dispel the illusion. They can only make one check a turn. If they succeed, The can not be fooled again for 24 hours. You can use this feature a number of times equal to your charisma mod (minimum of 1), before needing to take a long rest.
Dance of the Rogue
Starting at 14th level, you may use a bonus action to gain a number of temporary hit points, equal to your level + charisma mod + dexterity. You can use this equal to your charisma mod (minimum of 1) before needing to take a long rest. You must be dancing to use this feature.
These dancers are great warriors and often make enemies run in fear gaining them the name Flame demons.
Stating at 1st level, you can bind with a weapon of your choice. You are considered proficient with it and it counts as magical for the purpose of overcoming defenses. It deals an extra 1d4 fire damage. You can have up to two weapons bound to you at the same time. You can summon it to you as a minor action.
- At later levels
At 3rd, 9th, and 14th levels, the die damage goes up. 1d6 at 3rd, 1d8 at 9th, 1d10 at 14th.
Starting at 3rd level, you can wreath yourself in flame, and gain a +2 to your AC this does not count against your Unarmored defense. You can dismiss it as a minor action. You must be dancing to use this feature.
Starting at 5th level, you can make your weapons dance around you as an action, Each creature within a 5 radius of you must make a spell save dc dexterity saving throw or be hit for your weapon(s) damage, a creature that succeeds the save takes half damage. You may use this feature an equal number of times to your charisma mod (minimum of 1) before finishing a short or long rest.
Starting at 9th level, you can give creatures of your choice an extra 1d8 fire damage, that are within 15ft of you for 1 turn. You can use this feature a number of times equal to your charisma mod (minimum of 1), before needing to take a long or short rest. You must be dancing to use this feature.
Dance of the demon
Starting at 14th level, you can cast fear a number of times, equal to your charisma mod (minimum of 1). Must finish a long rest to reuse this feature. You must be dancing to use this feature.
Flaming mages are great casters but despite their magical capabilities they are not to be under estimated in melee combat.
Starting at 1st level, your fire based spells deal additional damage, equal to 1/2 your charisma mod when dancing.
- At later levels
the damage is equal to your charisma mod at 3rd level, 1.5x your charisma mod at 9th lvl and 2x your charisma mod at 14th level
War magic dance
Starting at 3rd level, when you make an melee attack, you can cast a cantrip in the same action. You must be dancing to use this feature.
Starting at 5th level when you cast a spell with a damage type other than fire you may use a bonus action to change that spells damage type to fire. you can use this feature up to your charisma mod (minimum of 1) before needing a long rest. you must be dancing to use this feature
Improved war magic dance
Starting at 9th level, when you make a melee attack, you can cast a spell up to the first level. You must be dancing to use this feature.
Dance of the mage
Starting at 14th level, You may use an action to regain spell slots, equal to half your level. you may use this feature equal to half your charisma mod (minimum of 1) before finishing a long rest. You must be dancing to use this feature.
In order to multiclass into a Flame dancer you must have some tie with fire in addition to the following.
Prerequisites. To qualify for multiclassing into the flame dancer class, must meet these prerequisites: 13 dexterity and 13 charisma.
Proficiencies. When you multiclass into the flame dancer class, you gain the following proficiencies: performance, finesse weapons.