Spring Dancer (5e Class)
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The Spring Dancer
A hooded humanoid stands in the ally way, simply waiting for the oncoming group of muggers, with in an instant, the figure shoots of in to the sky. A thief is on the run, again. It makes a cut through a second story party, the guards notice and easily pick her out, only option is out the window. She leaps far higher and longer then humanly possible. She sticks the landing with out so much as a tumble.
The Spring Dancer is a master of movement thanks to the rigorous training they have endured, and also thanks in part to there advance set of legs. A spring dancer's legs uses a system of springs, gears and pulls. Winding springs up simply through walking and running. And then releasing the wound up springs to allow for much more advance movement. Making leaps and bounds using there mobility and momentum to out pace and out damage there foes.
Creating a Spring Dancer
|Skyline Scout, By Paul Canavan, https://www.artstation.com/artwork/noyy1|
- Quick Build
You can make a Spring Dancer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Outlander background. Third, choose a short sword and a Hand crossbow.
As a Spring Dancer you gain the following class features.
- Hit Points
Armor: Light armour
Weapons: Simple weapons, Hand Crossbow, whips.
Tools: Tinker’s tools
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Deception, Intimidation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Any simple weapon or (b) A Short Sword
- (a) A hand crossbow and a pouch of 20 bolts or (b) A Short Sword
|Features||Sky Bound Attack Damage|
|1st||+2||Enhanced movement frame. Sky Bound Attack. Rope Rider.||1d6|
|3rd||+2||Spring core (Sub class)||2d6|
|4th||+2||Ability Score Improvement, Wall Jump.||2d6|
|5th||+3||Spring Leg Dodge.||3d6|
|6th||+3||Bonus Movement Speed.||3d6|
|7th||+3||Evasion and spring hooks||4d6|
|8th||+3||Ability Score Improvement||4d6|
|9th||+4||Spring core Upgrade||5d6|
|10th||+4||Ability Score Improvement||5d6|
|11th||+4||Quick scaling. Wall ride. Advanced movement.||6d6|
|12th||+4||Ability Score Improvement||6d6|
|13th||+5||Spring core Upgrade||7d6|
|14th||+5||Fast legs, Faster mind and a larger pocket.||7d6|
|15th||+5||War forged springs.||8d6|
|16th||+5||Ability Score Improvement||8d6|
|18th||+6||Unbound, Unstoppable and Unyielding.||9d6|
|19th||+6||Ability Score Improvement||10d6|
|20th||+6||Spring core Upgrade Memento Momentum.||10d6|
Spring Dancer Features
- Enhanced movement frame.
At 1st level, you gain the ability to create an Enhanced movement frame. This frame grants a large amount of ability’s that will only grow with the user’s experience using such a frame. This frame can take the shape of a set of metal bars that are attached to your legs or simply be prosthetic legs. Your movement speed is increased by 10ft. 10ft gaps in terrain don’t cost additional movement. You simply jump over them. You can use acrobatics instead of athletics when making climbing checks. You are also unaffected by non-magic difficult terrain. Any skill checks that relate to jumping are now made with Acrobatic, instead of Athletics, And calculating distance and high of jumps is now made with Dexterity, instead of Strength. You gain proficiency with Acrobatics, if you are already proficient, you add double your proficiency modifier.
- Sky Bound Attack
At first level Once per turn, you can deal extra damage to one creature you hit with an attack if you have travelled at least 10 feet in any direction. 15 feet if you stay on the ground. You can only use sky bound attack once per turn. The amount of the extra damage increases as you gain levels in this class, as shown in the Sky Bound Attack table.
- Rope Rider
Also at first level. During your training, You gained a new found use for any ropes or lines that can support your weight. You can move double your movement speed down a zip line or other such lines and normal speed up them, you can stop at will. Only requiring a balance check if you or the rope is attacked. The skill check is an acrobatics check. The DC is 10 or the amount of damage inflicted, What ever is higher.
- Fast Acting
Starting at your second level, you can use your Bonus Action to take the Dash, Disengage.
- Spring core (Sub class)
At 3rd level, you choose an archetype that you emulate in the exercise of your Spring Dancer abilities. Your Core type grants you features at 3rd level and then again at 9th, 13th, 17th and 20th level.
- Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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.
- Wall Jump.
Also at 4th level when you climb up a wall, you can also preform a long jump or high jump off it, if you attack during this jump, you may use Sky Bound Attack. You may also long jump onto a wall then immediately long jump of the wall once, even if no floor exists.
- Spring Leg Dodge
Starting at 5th level, when an attacker that you can see attempts to attack you, you can use your reaction to move back 5 ft and force the attack to be made with disadvantage. You also gain a second Reaction and a Second Bonus action per turn. You cannot take the dash action twice.Nor can you attack more then once using the bonus actions. You also gain resistance to falling damage. And falling damage is now calculated after falling 35ft.
- Bonus Movement Speed.
At 6th level, You gain an extra 10ft of movement.
- Evasion and spring hooks.
Beginning at 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
You also gain access to one spring hook. A spring loaded hook that can deal 1d6+dex damage if launched at an enemy as a bonus action. It has a range of 30ft and you may only attack once per turn. it can also be used to hook onto nearly any soft surface such as wood or dry wall. Doing so allows you to pull your self to the hooked location at will. This movement dose provoke attacks of opportunity but can be done if your movement is reduced to zero. You can control both the distance you move towards and from the hook so long as it is with in the range of the hook. You may also choose to swing from the hook. This swing can be allowed to maintain momentum between your turns. Say if you where in the air and your turn was about to end. You can use the hook to swing. This swing will stop you from falling at the end of your turn. The wire used for the Hook has an AC of 15 and HP of 10. If the wire brakes, the user can spend 3 hours and 20 gold repairing the wire per wire broken.
- Quick scaling. Wall ride. Advanced movement.
By 11th level, climbing costs no extra movement. If the wall is only 10ft high. Climbing it costs No movement what so ever, it is treated as you simply jump to the top of it. You can also move up to half your movement speed across a wall even without an floor at the end of a wall run you must either have a floor to stand on or you leap towards a location of your choice. This leap is counted as a long jump. You also gain the ability to use a wall hook, this hook allows you to attach yourself to a wall. This allows you to stay attached to a wall at the end of your turn, during this you may attack with any weapon that you are proficient with and that can be used with one hand. If you are damaged during this, you must make a balance check. The DC is 10 or the damage of the attack, what ever is higher acrobatics. You also gain 10ft of movement speed.
Also, when you are in the air and are attached to a spring hook or are running on the wall, any attacked made at you have disadvantage whilst you have advantage on dexterity saving throws. You are now also allowed to run up ziplines at your normal movement speed. And while moving on ziplines attacks are made at disadvantage towards you. Finally the spring hook can now hook on to harder surfaces such as cobble stone, brick, hard wood or stone cave walls.
- Fast legs, Faster mind and a larger pocket.
Starting at 14th level, you gain a third reaction and a third Bonus action. You also gain access to a second spring hook. Allowing for more creative movement as well as 2 spring hook attacks to be made. The range of the hook is now 40ft. you are immune to difficult terrain even magical. You also gain 10ft of movement.
- War forged springs.
By 15th level, you gain proficiency in Strength saving throws. Your movement speed is increased by an additional 15ft. Spring loaded hook damage is now 1d8+dex Also, when you use Spring Leg dodge you can now choose to instead move back 10ft. you may also use a bonus action on top of this to move 15 ft in Any direction, this can be behind cover. So long as the target destination can be reached by conventional means and is within 15 ft. Even if simply walking to the destination would take more then 15 ft.
- Unbound, Unstoppable and Unyielding.
Beginning at 18th level, When you use a wall run and leap onto another wall, you reset the amount of movement you use for calculating the amount of movement you have left. This can be continued indefinably until you have no more walls to leap to. At the end when you touch the ground you have half your movement left, regardless of how much movement you had before. When using Sky bound attack if you have moved more than 60 in the air at a consistent speed. You may use d8, instead of d6 for damage. After doing so you must complete a long rest before you can use this ability again. Your spring hooks now can hook extremely hard surfaces such as metal, any type of stone and magically reinforced materials.
- Memento Momentum
At 20th level you become immune to fall damage. Any movement you make doesn't provoke attacks of opportunity. You gain a 4th reaction and a 4th bonus action.
Spring Core options
Spring Core of the Faithful
Tall building such as churches are where Spring Dancers excel, and the church could always use people able to clean the roof. Weither they where a Dancer before of after they found faith. They share a unique bond with and and all Celestials.
- Blessed Hands
Starting at 3rd level, you are proficient in religion and may cast cure wounds once per short rest, charisma is your spell casting modifier. You also gain the Guidance cantrip.
- Divine wings
At 3rd level you understand the blessed air that beats underneath angles and other celestials. You are gain a 6th scene. When you are within 30ft of any location where a celestial has flown in the previous month. You can call the blessed wind, skyrocketing you upwards by 30ft. Doing so allows you to fly for a turn before landing.
- Holy strike
Starting at 9th level, if you use divine wings. You may make an attack when you land. At the peak of your assent you may move 40ft to strike a target with holy zeal. This turns all Sky bound attack damage to radiant. This attack creates a flash of holy light. Within 30ft of impact any creature must make a DC 14 dexterity saving throw or be blinded until the end of your next turn.
- Waste not, Want not
By 13th level, you hate all who would oppose your god, that doesn’t mean they don’t have uses. Instead of Divine wings only activating where celestials has taken flight, it can now be activated regardless of type, so long as any form of flight has taken place.
- Divine aid
When you reach 17th level, you use the breath of your god not only for movement. You can cast mass cure wounds as if it was a 6 level spell, charisma being the modi-fier. Doing so also gives you the maximum amount of healing If done on your self. This can only be done once per long rest.
- Divine ferocity.
At 20th level, Your gods will is your own. You can take a full action to fly up 40ft or until something stops you, you may then mark out a 30ft square. An effect of your choice,(spears from the sky, arrows from a far) happens to the 30ft square for three rounds. Anyone in the target area takes half your sky bound attack damage as radi-ant damage. You may designate any amount of people to not take this damage.
Spring Core of a Mercenary
Trading in nimble and swift actions for long powerful blows, a Mercenary core uses raw strength along with metal armour to overwhelm opponents with speed and strength.
- Rougher movement.
Starting at 3rd level, you are proficient with Athletics, if you are already proficient, you add double your proficiency bonus. Any skill check that calls for Acrobatics when using Any Spring Dancer ability can now be done with Athletics instead. You are also treated as a size larger then your race for calculating carrying capacity.
- Armoured Play.
At 3rd level you gain proficiency in Medium Armour. You now also are proficient with unarmed attacks, dealing 1d6 + strength damage.
- Over the head, Under the belt.
Starting at 9th level when you use Sky Bound Attack with an unarmed attack, you may re-roll 2 damage dice, you must take the new number. Also the target must make a DC 16 Strength saving throw, on a success they are pushed back 10ft, if they collide with another object or person, both are stunned until the end of your next turn. On a failure they are moved back 15ft and are knocked prone, anyone in the way of this movement must make a DC 14 Dexterity saving throw or also be knocked prone. if an object stops this movment they take and remaining movement as damage
- In it for the money, and the pain.
By 13th level, your unarmed damage is now 2d4 + Strength Any strength saving throw can be made with advantage by using a bonus action. You also gain the ability to enter a sedative state for 1 round plus your Constitution modifier. In this state you gain resistance to all damage. The other half of your damage you can add to any attack, damage or skill check roll. This damage counter lasts for 1 minuet.
- Spring Suit.
When you reach 17th level, you gain use of a special piece of half plate armour, this half plate is 16 + Dex modifier (max 3) and you dont have the stealth disadvantage while wearing it. While wearing this armour, you have advantage on strength checks once every short rest.
- Terminal fall.
At 20th level, You know how to put someone down, your unarmed damage becomes 1d6+1d4+strength. You may also make a special grapple check. this check is made with advantage. if you grapple the target, you use all your Spring hooks and all your movement to dash into the air, you may use any ability to increase your movement, at the apex of your assent, you may chose to let the target go, leaving them to fall and most likely die from the resulting fall damage. Or you can hold on to them and hold them to your next turn. During this the target may attempt to escape the grapple and risk the fall damage, they cannot take any other actions. at the beginning of your next turn you start to fall, dragging your target with you, quickly approaching the ground at break neck speeds. You slam your target into the ground, dealing the maximum possible fall damage times two. The Damage dice cap for fall damage is ignored. (For reference, 5th editions rules on fall damage, At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell.)
Spring Core of Tricky
Sneaking and clandestine actions are all to easy when no one thinks to look above. You use this oversight to your advantage, using deceit and stealth to reach your goal.
- Padded springs.
Starting at 3rd level, you gain proficiency with stealth and slight of hand. When rolling for stealth, if you are above anyone who would see you, you roll with advantage. You also make no noise when using your Spring Dancer class abilities.
- Box of Tricks.
Also at 3rd level you gain proficiency in forgery kit and thieve's tools.
- Imitation is flattery.
Starting at 9th level, you disguise your moment frame from out side view. It can no longer be used to identify you unless a DC 25 (Wisdom) Insight check is made. You also roll stealth with advantage for hiding the frame from body searches. Lastly, you can use your spring hooks or sky bound attack to imitate the weapon impacts of other peoples weapons. Example, you kill a prison warden with you spring hook, however instead of leaving a normal wound, the wound looks like it was made from the rapier that the Lords assistant uses. This requires some set up. during a long rest, the user can desire who's weapon they wish to intimate. The player must of seen this weapon in clear view and know some basic knowledge of its construction. You also gain expertise in Stealth.
- Lights out.
By 13th level, if you use sky bound attack on someone who is unaltered, the damage is doubled. You can chose to make this damage Non-lethal damage, if the target is reduced to zero hit points bu this, they are unconscious but stable for 4 + 1d4 hours. The players may make a DC 16 Medicine check to figure out the exact amount of time the target will be unconscious, but the player will know it lasts for around 4.
- Umbra springs.
When you reach 17th level, You may also add your Acrobatics bonus to your stealth roll 1 per your charisma modifier. This resets on a long rest. You also have hidden a few arcane tricks inside your Spring frame, you can cast darkness as a bonus action 3 times per long rest.
- Spectral blades.
At 20th level, you know that sometimes, a heist goes south. Upon activation, for 6 turns, You gain the ability to summon 2 Vorpal blades, they deal 4d6+dex necrotic damage. Have +4 to hit and appear in your hands. You may attack 3 times with the spectral blade. In this state, all attacks made towards you are made with disadvantage, you gain double moment speed. You may cast invisibility as a bonus action. You can also detect any beings in a 60ft radius around you, seeing them as a purple outline through walls floors and ceiling. Anyone who is killed by Spectral blades turns into a pile of dust and ash. Any magical items on them are left behind. After this state runs out, you gain one level of Exhaustion and cannot use Spectral blades till you have completed 1d4 long rests. The DM makes this roll in secret and only tells you when you can use Spectral blades again.
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: 13 Dexterity
Proficiencies. When you multi class into the Spring Dancer class, you gain the following proficiencies: Acrobatics and perception.