Knife Dancer (5e Class)

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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: 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 armor
Weapons: Dagger, dart, scimitar, shortsword
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose two 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 Improvisation Points —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Improvisation, Knife Dancer Cantrips, Knife Dancer Weapons 3 2 1
2nd +2 Spellcasting Fighting Stance 3 3 2 2
3rd +2 Knife Dancer Archetype, Manipulation 3 4 3 3
4th +2 Ability Score Improvement 4 5 4 3
5th +3 Extra Attack 4 6 5 4 2
6th +3 Archetype Feature 4 7 6 4 2
7th +3 Manipulation (2) 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 Additional Stance 4 11 10 4 3 2
11th +4 Manipulation Improvement 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 Archetype Feature 4 13 14 4 3 3 1
15th +5 Versatile Dancer, Manipulation (3) 4 14 15 4 3 3 2
16th +5 Ability Score Improvement 4 14 16 4 3 3 2
17th +6 4 15 17 4 3 3 3 1
18th +6 Hysteria 4 15 18 4 3 3 3 1
19th +6 Ability Score Improvement 4 15 19 4 3 3 3 2
20th +6 ArchKnife Dancer Type 4 15 20 4 3 3 3 2

Knife Dancer Weapons[edit]

Starting at 1st level, you have mastery with knife dancer weapons: daggers, darts, shortsword and scimitar. Whenever a feature requires you to use a Knife Dancer Weapon, these are weapons referred to.

Improvisation[edit]

At 1st 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, adding a number equal to the amount of improvisation points spent to the result of the roll.

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.

Knife Dancer Cantrips[edit]

Also at 1st level, you learn 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.

These cantrips use your spellcasting attack bonus and save DC shown at the Spellcasting feature.

Spellcasting[edit]

Starting at 2nd level, 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.

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[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. At 9th , 13th and 17th levels, you can choose one additional stance.

When you roll initiative, you can assume a stance, without requiring an action. 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 (minimum 1) to the damage of your attack rolls with knife dancer weapons.

Your Dexterity checks and saving throws 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 attack's 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 turns 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.

Knife Dancer Archetypes[edit]

Starting at 3rd level, you can choose a specialized method of knife dancing by choosing an archetype. Your choice give you features at 3rd level, and again at 6th and 14th levels.

The available archetypes are shown at the end of this class description.

Manipulation[edit]

At 3rd level, you tap into your inner magic to manipulate the energy around you to alter your weaponry. Any weapon shaped through manipulation is considered a knife dancer weapon. 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.

At 11th level, once per turn when you miss an attack with the dual blades, you can make anther attack with it as part of the same action.

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.

At 11th level, you can parry and retort incoming attacks. As a reaction when you are hit by an attack, you can make an attack against the attacker. If you hit, you cause the attack's normal effects, and the target's attack fails.

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.

At 11th level, when wielding the lance, you can use your Action to make one attack against each creature within reach. Roll a separate attack for each target.

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.

At 11th level, when using this shield, you can use your reaction to halve any damage taken by you or by a creature within 5 feet from an attack roll or failed Dexterity saving throw.

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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

You can also forgo one attack to cast one of your Knife Dancer cantrips instead.

Versatile Dancer[edit]

Starting at 15th level, whenever you finish a short or a long rest, you regain all your improvisation points.

Hysteria[edit]

At 18th 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 haven't taken or dealt damage since your last turn.

Archknife Dancer Type[edit]

When you reach the 20th level you are able to select one of the following archetypes for your Knife Dancer class

Clouded Dagger

Once in each of your turns, you can make an attack using a Knife Dancer weapon at advantage. In addition, once per turn when you hit an attack made at advantage using a Knife Dancer Weapon, you cause additional 3d6 damage.

Twinkle Toes

You Dexterity score increase in 4, to a maximum of 24. In addition your movement no longer provoke opportunity attacks.

Dagger Storm

You can use your action to make melee attacks using Knife Dancer Weapons against any number of creatures within 5 feet of you, with a separate attack roll for each target.

In addition, you can use your action to make a ranged attack using a Knife Dancer Weapon against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have enough weapons for each target, as normal, and you make a separate attack roll for each target

Hysterical Being

You activate hysteria when you are under half your maximum hit points. In addition, whenever you take damage, you gain the benefits of hysteria until the start of your next turn, if you are not already under its effects.

Knife Dancer Archetypes[edit]

Improvisational Fighter[edit]

Improvisational fighters are knife dancers who embrace the chaos and unexpectedness of combat. Those who choose this archetype love the unpredictable, and master the art of adapting to any situation, knowing that a fight is not always a matter of how strong or skillful you are, but how fast you can think and change your course of action under pressure.

Improvised Weapons

At 3rd level, improvised weapons are considered Knife Dancer weapons for you.

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

Starting at 14th level, 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[edit]

Dervishes are the stereotypical Knife Dancer. They master the art of movement, by entering in a trance state while dancing, twirling their blades in hypnotic moves, and delivering beautiful and gruesome strikes with their blades.

Enthralling Performance

At 3rd level, you gain proficiency with the Performance skill. In addition, you can add your Dexterity modifier to your Charisma (Performance) checks whenever you perform through dance.

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[edit]

Cantrips

Booming Blade, Blade Ward, Green-Flame Blade, Magic Stone*, Shillelagh*, Sword Burst, True Strike

*can target your Knife Dancer Weapons

1st Level

Catapult, Charm Person, Compelled Duel, Divine Favor, Disguise Self, Expeditious Retreat, Heroism, Hunter's Mark, Shield, Wrathful Smite

2nd Level

Enthrall, Find Traps, Invisibility, Locate Object, Magic Weapon, Shadow Blade*, Silence

*The Shadow Blade is considered a Knife Dancer Weapon

3rd Level

Elemental Weapon, Enemies Abound, Fear, Haste, Hypnotic Pattern, Major Image, Thunder Step

4th Level

Confusion, Dimension Door, Fabricate, Freedom of Movement, Greater Invisibility

5th Level

Far Step, Mislead, Steel Wind Strike

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Knife Dancer class, you must meet these prerequisites: Dexterity 13, Charisma 13.

Proficiencies. When you multiclass into the Knife Dancer class, you gain the following proficiencies: Dagger, shortsword, scimitar, dart, light armor.

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