Knife Dancer (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: missing subclasses


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs


Knife Dancer[edit]

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[edit]

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[edit]

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: 1d10 per Knife Dancer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Knife Dancer level after 1st

Proficiencies

Armor: Light
Weapons: Simple Weapons, Martial Weapons
Tools: Thieves' Tools or Poison Kit (Choose one)
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.

Table: The Knife Dancer

Level Proficiency
Bonus
Features Cantrips Known Spells Known Improv Points Improv Point Max —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Improvisation 3 2 0 10
2nd +2 Spellcasting Ability, Fighting Stance 3 3 2 11 2
3rd +2 Manipulation 3 4 2 12 3
4th +2 Ability Score Improvement 4 5 4 13 3
5th +3 Hysteria 4 6 4 14 4 2
6th +3 4 7 6 15 4 2
7th +3 Manipulation 4 8 6 16 4 3
8th +3 Ability Score Improvement 4 9 8 17 4 3
9th +4 4 10 8 18 4 3 2
10th +4 Hysteria 5 11 8 19 4 3 2
11th +4 Manipulation 5 12 10 20 4 3 3
12th +4 Ability Score Improvement 5 12 10 21 4 3 3
13th +5 5 13 10 22 4 3 3 1
14th +5 Manipulation 5 13 12 23 4 3 3 1
15th +5 Hysteria 5 14 12 24 4 3 3 2
16th +5 Ability Score Improvement 5 14 12 25 4 3 3 2
17th +6 Manipulation 5 15 12 26 4 3 3 3 1
18th +6 5 15 14 27 4 3 3 3 1
19th +6 Ability Score Improvement 5 15 14 28 4 3 3 3 2
20th +6 Hysteria, ArchKnife Dancer Type 5 15 14 30 4 3 3 3 2

Spellcasting Ability[edit]

Charisma is your spellcasting ability for your Knife Dancer spells.

Spell Save DC = 8+ Proficiency Bonus + Charisma Modifier

Spell Attack Modifier = Proficiency Bonus + Charisma Modifier

Cantrips

At 1st level, you know three cantrips of your choice from the Knife Dancer spell list, detailed at the bottom of the class page. You learn additional Knife Dancer cantrips of your choice at higher levels, as shown in the cantrips column in 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 Knife Dancer 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 burning hands, and have a 1st level and a 2nd level spell slot available, you can cast burning hands using either slot.

Fighting Stance[edit]

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.

Genshu

The Genshu Fighting Stance is all about damage, consisting of slower, but more aggressive jabs and slashes. Damage dealt with daggers: +3 (damage bonus is increased by +1 at levels, 6, 9, 13, and 18) Damage dealt with shortswords: +2 (damage bonus is increased by +1 at levels, 6, 9, 13, and 18) Initiative debuff: -1 (debuff increased by 1 at levels, 6, 9, 13, and 18)

Morogat

The Morogat Fighting Stance is a defensive stance, consisting of defensive blocks more than offensive attacks. AC bonus when attacked: +1 (AC bonus increased by 1 at levels, 6, 13, and 18) Damage debuff: -2 (debuff increased by 1 at levels, 6, 13, and 18)

Siagato

The Siagato Fighting Stance focuses on speed, utilizing lots of spins and flips. Intiative bonus: +1 (Initiative bonus increased by 1 at levels, 6, 9, 13, and 18) Damage debuff: -1 (debuff increased by 1 at levels, 6, 9, 13, and 18)

Nendare

The Nendare Fighting Stance is utilized to increase accuracy, using open swipes and lunges, leaving them open to attack by others. Accuracy bonus: +1 to attack roll (Accuracy bonus increased by 1 at levels, 6, 9, and 18) AC debuff: -1 ( debuff increased by 1 at levels, 6, 9, and 18)

Improvisation[edit]

At 2nd level, you begin to learn how to improvise in the heat of battle. Every time you kill an enemy, you score an Improv Point, with a maximum amount as specified in the Knife Dancer Table. Improv points can be expended for temporary health, damage, and AC. It costs three Improv points for a +1 damage bonus, four Improv points for an extra AC point, and five Improv points for an extra point of health. Once the party is no longer in combat, your Knife Dancer's health and AC is reset, and the damage bonuses are discarded. However, any Improv points not expended are kept unless if you've already hit your max amount of Improv points.

Manipulation[edit]

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 11th and 17th level. Only one manipulation can be used at a time, but if you have two different weapons on hand (i.e a dagger in one hand, shortsword in the other) you can utilize two different Manipulations. Each Manipulation has a different length it can be maintained until required to be cast again. Can be used up to three times a day per long rest at 3rd level, five times at 11th level, and eight times at 17th level. Strength of the original manipulation chosen will increase at the 7th level and the second manipulation will increase at the 14th level.

Dual Bladed

Creates an exact copy of your weapon out of energy, and is flipped vertically, allowing two attacks with one weapon. Dagger: 1d6 Shortsword: 1d8 Attacks per turn (with one Weapon manipulated with Dual Bladed): 2

Strength after level 7 or 14 Dagger: 1d6 + 1d4 Shortsword: 1d8 + 1d4

Sword

Energy shoots out of the blade of your weapon, shaping itself as the blade of a longsword. Dagger: 1d8 Shortsword: 1d10

Strength after level 7 or 14 Dagger: 1d8 + 1/2 1d6 (rounded down) Shortsword: 1d10 + 1/2 1d6 (rounded down)

Lance

Energy extends the handle of the weapon and widens the blade. Shortsword: 1d12

Strength after level 7 or 14 Shortsword: 1d12 + 1/2 1d8 (rounded down)

Shield

Energy molds into the shape of a shield, with the handle of the weapon acting as the shield grip. AC: +2 Dagger: 1d4 Shortsword: 1d6

Strength after level 7 or 14 AC: +3 Dagger: 1d4 + 1/2 1d4 Shortsword : 1d6 + 1/2 1d4

Ability Score Improvement[edit]

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[edit]

At 5th Level, when at 1/4 health (rounded down) you enter a state of blind rage. For one round, you become resistant to all damage, attacks made with knives and shortswords are counted as a critical if they hit, and you gain 15ft to your movement speed. Usable only once per day (Restored after long rest). At 10th, 15th, and 20th level, you gain an extra +2 damage bonus and an extra turn duration.

Knife Dancer Archetype[edit]

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.

Knife Dancer Spell List[edit]

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[edit]

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[edit]

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



Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: