Belly Dancer (5e Class)
Belly Dancer
An elven woman slips into the shadows of the castle. In her pack is the documents she has stolen from the archduke's bedchambers.
A halfling woman dances in the inn. As she dances, she she slips the rings off of a rich merchant's fingers.
The human man faces off against a horde of goblins. He dances around the battlefield, effortlessly dodging and felling his many enemies.
Dancer in Shadows
A Belly Dancer can be many things. Someone who has worked in a palace as an entertainer. Someone who dances in a small, smelly inn to get the money to eat. Or someone who was kept by a rich noble as a plaything. No matter what your background is, now you have been thrust into the role of an adventurer, be it by choice or by fate. You have to embrace your past and use it to aid your party any way you can.
While a Belly Dancer brings up images of sex and skimpy outfits, this class does not have to be that way. This class is about sneaking around, spying, and using one's body to kick ass. You can take it as a spiritual thing using dancing to center oneself, or just as a pastime.
Creating a Belly Dancer
Think about what makes your character who they are. What is their background? How did they end up as an Belly Dancer ? Were they forced into it by a slaver? Was it something they chose to do as a thrilling way to make money. Do they regret or feel shame for their past choices now? Do they look fondly at that time in their life? Do they speak openly about their past, or are they guarded about their feelings?
What made them start adventuring? Did they decide to do it for the next thrill? Was is by pure chance, and they were in the wrong place at the right time? Are they looking for something existential or personal? All these questions lead to a better understanding of your character and their motivations.
- Quick Build
You can make an Belly Dancer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom and Charisma. Second, choose the entertainer or spy background. Third, choose a scimitar, a hand crossbow, leather armor and a burglar's pack for your starting equipment in addition to anything granted by your background.
Class Features
As a Belly Dancer you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Belly Dancer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Belly Dancer level after 1st
- Proficiencies
Armor: Light
Weapons: Simple Weapons, Martial Weapons
Tools: Musical Instrument, Burglar's Pack
Saving Throws: Charisma, Dexterity
Skills: Choose three from Acrobatics, Deception, Insight, Performance, Persuasion, Sleight of Hand, and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a Short Sword or (b) a Scimitar
- (a) One Simple Weapon or (b) A Hand Crossbow
- (a) leather armor or (b) A padded shirt
- (a) a Musical Instrument or (b) a Gaming Set or (c) A burglar's pack
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
Level | Proficiency Bonus | Sneak Attack Dice | Heka Points | Features |
---|---|---|---|---|
1st | +2 | - | - | Unarmored Defense, Warrior Dance, |
2nd | +2 | - | 2 | Heka, Unarmored Movement |
3rd | +2 | - | 3 | Archetype |
4th | +2 | - | 4 | Ability Score Improvement, Slow Fall |
5th | +3 | - | 5 | Belly Dancer Inspiration |
6th | +3 | - | 6 | Archetype Ability |
7th | +3 | - | 7 | Expertise, Fighting Style, Blade Flourish |
8th | +3 | - | 8 | Ability Score Improvement |
9th | +4 | 5d6 | 9 | Sneak Attack |
10th | +4 | 5d6 | 10 | Assassinate |
11th | +4 | 6d6 | - | Archetype Ability |
12th | +4 | 6d6 | - | Ability Score Improvement |
13th | +5 | 7d6 | - | Font of Inspiration |
14th | +5 | 7d6 | - | Blindsense |
15th | +5 | 8d6 | - | Evasion |
16th | +5 | 8d6 | - | Ability Score Improvement, Archetype Ability |
17th | +6 | 9d6 | - | Song of Rest |
18th | +6 | 9d6 | - | Elusive |
19th | +6 | 10d6 | - | Ability Score Improvement, - |
20th | +6 | 10d6 | - | Stroke of Luck |
Unarmored Defense
At 1st level, While wearing no armor and not wielding a shield, your AC equals 10 + your Charisma modifier + your Dexterity modifier.
Warrior Dance
At 1st level, you can use your fast and aggressive movements in combat, attacking with your body and with belly dancer weapons. You can chose a number of weapons equal to your Dexterity modifier as belly dancer weapons. You can chose any melee weapon that lack the heavy or the two handed property.
You gain the following benefits when unarmed or wielding only belly dancer weapons and not wearing armor or wielding a shield:
- Unarmed strikes and belly dancer weapons count as finesse weapons (if they weren't already), allowing you to use either Dexterity or Strength for attack and damage rolls with those weapons.
- You can use a d4 in place of the normal weapon damage dice with unarmed strikes or Belly Dancer weapons. This die increases as you gain Belly Dancer levels, as shown on the table above.
- When you use the Attack action with an unarmed strike or a Belly Dancer weapon on your turn, you may make one unarmed strike as a bonus action.
Heka
At 2nd level, your training allows you to channel the mystic energy of heka. Your access to this power is represented by a number of heka points. You have a number of hekapoints equal to your Belly Dancer level. When you spend a heka point, it is unavailable until you finish a short or long rest, at which point you draw all of your expended heka back into yourself. You must spend at least 30 minutes of the rest meditating in order to regain heka.
Some heka powers require your target to make a saving throw to resist the effects. The saving throw DC is calculated as follows:
- heka save DC= 8 + your proficiency bonus + your Charisma modifier.
You start with the knowledge of these three heka powers:
- Flurry of Blows
Immediately after taking the Attack action on your turn, you may spend 1 heka point to make two unarmed strikes as a bonus action
- Patient Defense
You can spend 1 heka point to take the Dodge action as a bonus action on your turn.
- Step of the Wind
You can spend 1 heka point to take the Disengage or Dash action as a bonus action on your turn. When you do so, your jump distance is doubled for the turn
Unarmored Movement
At 2nd level, your speed increases by ten feet when you are not wearing armor or using a shield and continues increasing as the Belly Dancer levels up as shown in the table above.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. You must end the movement on a solid, upright surface or risk falling or sinking.
Slow Fall
At 4th level, you may use your reaction to reduce any falling damage taken by an amount equal to 5 times your Belly Dancer level.
Belly Dancer Inspiration
At 5th level, You can inspire others with stirring words or music. You may use a bonus action to grant a Belly Dancer Inspiration die to one creature within 60 feet. This die is a d8; at 10th level it is a d10; and at 15th level it is a d12. This die lasts for 10 minutes or until expended.
A creature with a Belly Dancer Inspiration die can expend it to roll the die and add the result to any one ability check, attack roll, or saving throw it makes. The creature may use this before or after the d20 is rolled, but only before the DM announces whether the roll was a success or failure. A creature may only have one Belly Dancer Inspiration die at a time.
This ability may be used a number of times equal to your Charisma mod (min. 1). You regain expended uses when you finish a long rest.
Expertise
At 7th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either skill. At 10th level, you gain this benefit with two additional skill proficiencies.
Fighting Style
At 7th level, your training emphasizes mastery with weapons, granting you access to the two-weapon fighting option for the Fighting Style class feature. Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Blade Flourish
At 7th level, you learn to conduct impressive displays of skill with your weapons. When you use the Attack action on your turn and attack with a dagger, longsword, rapier, scimitar, or shortsword, you can attempt one of the following flourishes.
- Defensive Flourish
You spin your weapon around you in swift circles, creating a hypnotic display. As a bonus action, you expend one use of Belly Dancer Inspiration, rolling a Belly Dancer Inspiration die and applying the number rolled as a bonus to your AC until the start of your next turn.
- Trick Shooter’s Flourish
This favorite trick of knife throwers allows you to expend one use of Belly Dancer Inspiration as a bonus action. Roll a Belly Dancer Inspiration die and apply the number rolled as a bonus to the next ranged attack roll you make with a dagger this turn. If the target of the attack is an unattended, inanimate object, the bonus equals double the die roll.
- Unnerving Flourish
Your deadly display of combat prowess unnerves your opponents, leaving them cowering in fear and at your mercy. Whenever you reduce a creature to 0 hit points with a melee attack, you can use a bonus action to expend one use of Belly Dancer Inspiration, and instead leave the creature at 1 hit point.
The creature is frightened of you for a number of minutes equal to your Charisma modifier. It must
also make a Charisma saving throw with a DC equal to your spellcasting DC + a bonus equal to the roll of your Belly Dancer Inspiration die. If the creature fails this saving throw, it answers truthfully any questions you ask it and obeys your direct orders while it is frightened by this effect.
Sneak Attack
At 9th level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Belly Dancer table.
Assassinate
At 10th level, During its first turn, the assassin has advantage on Attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
Extra Attack
At 11th level, you can attack twice whenever you take the Attack action on your turn.
Font of Inspiration
At 13th level, you regain all expended uses of Belly Dancer Inspiration whenever you finish a short rest, in addition to long rests.
Blindsense
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or Invisible creature within 10 feet of you.
Evasion
At 15th level, your instinctive agility lets you dodge out of the way of certain attacks, such as a dragon's breath or the fireball. 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 half damage if you fail.
Song of Rest
Beginning at 17th Level, you can use soothing music or oration to help revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d12 Hit Points.
Elusive
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No Attack roll has advantage against you while you aren't Incapacitated.
Stroke of Luck
At 20th level, you have an uncanny knack for succeeding when you need to. If your Attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat The D20 roll as a 20.
Once you use this feature, you can't use it again until you finish a short or Long Rest.
Scimitar Dancer
The Scimitar Dancer blends their deadly skills with the Scimitar and dancing skills to make a beautiful and deadly show.
- Double Slash
At 3rd level, when wielding a scimitar, you may spend 1 heka point to make one attack with it using your bonus action.
- Death Blossom
At 6th level, When using a Scimitar(s), you may spend 2 heka points and the Scimitar Dancer makes an 5ft radius AOE attack around him/her.
- Slice and Dice
At 11th level, When using a Scimitar(s), you may spend 3 heka points to make three attacks in one round of combat.
- Blade Aura
At 16th level, When using a Scimitar(s), you may spend 5 heka points to add elemental damage to the sword or one round of combat.
Dance of the Four Elements
With this archetype you mimic the element with your movements and dance. This allows you to tap into a source of magic to us to control the elements.
When you choose this dance at 3rd level, you learn how to manipulate the four elements in subtle ways. You learn two of the following cantrips: elemental attunement, gust, mold earth, control flames, or shape water. You learn one additional cantrip from this list at 6th, 11th, and 16th level.
- Disciple of the Elements
At 3rd level, you learn magical disciplines that harness the power of the four elements. Some disciplines require you to spend heka points when you use it. You learn two elemental disciplines of your choice, which are detailed in the “Elemental Disciplines” section below. You learn two additional elemental disciplines of your choice at 6th, 11th, and 16th level. Each elemental discipline has a minimum Belly Dancer level that you must meet in order to use it.
Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline. You cannot replace cantrips for elemental disciplines.
Casting Elemental Spells. Some elemental disciplines allow you to cast spells. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it.
- Adept of the Elements
At 6th level, you can spend additional heka points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell’s level increases by 1 for each additional heka point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 2 heka points to cast it as a 2nd-level spell (the discipline’s base cost of 1 heka point plus 1). The maximum number of heka points you can spend to cast a spell in this way (including its base heka point cost and any additional heka points you spend to increase its level) is determined by your monk level, as shown in the table below
Monk Levels | Maximum Heka Points for a Spell |
---|---|
5th-8th | 3 |
9th-12th | 4 |
13th-16th | 5 |
17th-20th | 8 |
3rd Level Elemental Disciplines
- Become the Teapot
- Level: Belly Dancer 3
- Initiation Action: Reaction
- Range: Self
- Duration: 1 round
You roll with the incoming energy, attuning to element, becoming it.
You can spend 1 Heka point to cast absorb elements*.
- Spell located in Elemental Evil: Player’s Companion
- Effortless Step
- Level: Belly Dancer 3
- Initiation Action: Jump
- Range: Self
- Duration: Permanent
The air around you works in unison with your movements, rising you up as you jump.
Your jump height and distance are doubled (quadrupled with Step of the Wind) and you gain advantage on Strength (Athletics) checks related to jumping.
- Enduring Mountain Stance
- Level: Belly Dancer 3
- Initiation Action: Dodge action
- Range: Self
- Duration: Until the start of your next turn.
As you center yourself, your body and mind becomes as rigid and unyielding as the ground below you. Your ki roots your feet into the ground and you become immovable.
When you use the Dodge action, you cannot be moved, pushed, grappled, frightened, or knocked prone against your will until the start of your next turn, even if magically compelled to do so. You must be standing on the ground to use this ability.
- Fangs of the Fire Snake
- Level: Belly Dancer 3
- Initiation Action: Attack action
- Range: Self
- Duration: End of turn
Your arms and legs become enveloped in roaring gouts of flame. As you strike out with your limbs, tendrils of flames stretch out beyond your normal reach to scorch your foes. When you use the Attack action on your turn, you can initiate this maneuver to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 5 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 heka point when the attack hits, it also deals an extra 1d10 fire damage.
- Fang of the Frost Wolf
- Level: Belly Dancer 3
- Initiation Action: Action
- Range: 60 feet
- Duration: Instantaneous
You summon a shard of razor-sharp ice and fling it at your foe.
You can spend 1 heka point to cast ice knife*.
- Spell located in Elemental Evil: Player’s Companion
- Fist of Four Thunders
- Level: Belly Dancer 3
- Initiation Action: Action
- Range: Self (15-foot cube)
- Duration: Instantaneous
You slam your fists together in front of you, causing a thunderous boom that blows away everything around you.
You can spend 1 heka point to cast thunderwave.
- Fist of Unbroken Air
- Level: Belly Dancer 3
- Initiation Action: Unarmed strike
- Range: 30 feet
- Duration: Instantaneous
You summon a swirling wind and concentrate it around your fist. You then throw a punch in the direction of your foe with that fist, sending mighty blast of compressed air at the target.
When you make an unarmed strike, you may spend 1 heka to increase the reach of your unarmed strike to 30 feet. A creature hit with such an attack must succeed a Strength saving throw or is pushed 10 feet away from you and knocked prone.
- Rumbling Badger
- Level: Belly Dancer 3
- Initiation Action: Action
- Range: Self (10-foot radius)
- Duration: Instantaneous
You shake the ground, causing a tremor that knocks over your foes.
You can spend 1 heka point to cast earth tremor*.
- Spell located in Elemental Evil: Player’s Companion
- Rush of the Gale Spirits
- Level: Belly Dancer 3
- Initiation Action: Action
- Range: Self (60-foot line)
- Duration: Concentration, up to 1 minute
You send a blast of air outward with a thrust of your open palm.
You can spend 2 heka points to cast gust of wind.
- Shape of the Flowing River
- Level: Belly Dancer 3
- Initiation Action: Action
- Range: 120 feet
- Duration: Permanent
You touch the body of water with your heka , coaxing it to change its form.
As an action, you can spend 1 heka point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square’s elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can’t shape the ice to trap or injure a creature in the area.
- Sweeping Cinder Strike
- Level: Belly Dancer 3
- Initiation Action: Action
- Range: Self (15 feet)
- Duration: Instantaneous
With wide sweeping gestures, you summon forth a blazing sphere of flame. With a quick strike, the sphere explodes outward, showering your foes in front of your with a barrage of hot cinders.
You spend 1 heka point to cast burning hands.
- Water Whip
- Level: Belly Dancer 3
- Initiation Action: Bonus Action
- Range: 30 feet
- Duration: Instantaneous
You summon a long, rubbery whip of pure water that you grip by one end. You lash out at your foe, sending the whip crashing down on the creature.
You can spend 1 heka point as a bonus action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes bludgeoning damage equal to twice your Martial Arts die + twice your Wisdom modifier, plus an extra 1d10 bludgeoning damage for each additional heka point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.
- Unrelenting Flames
- Level: Belly Dancer 3
- Initiation Action: None
- Range: Self (15 feet)
- Duration: Instantaneous
Your fiery heka infuses all your strikes, making them hit harder.
Whenever you roll a 1 on a damage die for an attack you make, including attacks made with weapons or spells, you can reroll the die. You must use the new roll, even if the new roll is a 1.
6th Level Elemental Disciplines
- Burning Ember Flourish
- Level: Belly Dancer 6
- Initiation Action: Action
- Range: 60 feet
- Duration: Instantaneous
You reach out with your heka to snuff out a source of fire, causing it to go out with a bang or to sputter black smoke.
You can spend 2 heka points to cast pyrotechnics*.
- Clench of the North Wind
- Level: Belly Dancer 6
- Initiation Action: Action
- Range: 60 feet
- Duration: Concentration, up to 1 minute.
You clench an outward hand at the creature as if you were squeezing its heart in your palm. Your foe freezes in place, paralyzed by your grasp.
You can spend 2 heka points to cast hold person
- Crushing Hand of the Mountain
- Level: Belly Dancer 6
- Initiation Action: Action
- Range: 30 feet
- Duration: Concentration, up to 1 minute
You focus your strength into your outstretched fist, summoning a hand of earth from the ground to squeeze the life out of your foes.
You can spend 2 ki points to cast maximilian’s earthen grasp*.
- Eyes of Fire
- Level: Belly Dancer 6
- Initiation Action: Bonus action
- Range: Self
- Duration: Concentration, up to 1 minute
Your eyes glow red as you scan the area, seeing the heat sources around you as clearly as light sources.
You may spend 2 heka points to gain magical infravision for 1 minute with a range of 60 feet. This infravision allows you to magically see any heat source within range, revealing the size, location, and general form of each heat source, but not any other details. This ability reveals heat sources that are invisible, hidden, obscured, or located on the other side of walls or other barriers you could not normally see through. However, the ability does not allow you to see through magical darkness, ice, snow, or water, and does not function on creatures that do not produce any heat, such as undead and constructs.
- Golden Snake’s Icy Path
- Level: Belly Dancer 6
- Initiation Action: Dash action
- Range: 60 feet
- Duration: Instantaneous
As you dash along the battlefield, you leave a trail of slippery ice.
Whenever you take the Dash action, until end of turn any movement you make along a surface leaves a trail of slippery ice. This ice counts as difficult terrain and lasts until the start of your next turn.
- Gong of the Summit
- Level: Belly Dancer 6
- Initiation Action: Action
- Range: 60 feet
- Duration: Instantaneous
As you perform quick gestures with your hands, a shimmering magical gong appears. You finish the gestures with a strike in the direction of the gong, causing a painfully intense ringing noise in its vicinity.
You can spend 2 heka points to cast shatter.
- Hatchling’s Flame
- Level: Belly Dancer 6
- Initiation Action: Action
- Range: 30 feet
- Duration: Instantaneous
You focus your heka into a burning aura of energy that manifests as a seething sphere. After a moment, the sphere bursts into a torrent of energy that races in a line away from you.
You can spend 2 heka points to cast aganazzar’s scorcher*.
- Howl of the Hurricane
- Level: Belly Dancer 6
- Initiation Action: Action
- Range: Self
- Duration: Concentration, up to 10 minutes
You let out a fierce howl as a mighty wind begins swirling around you, blowing away the opposition.
You can spend 2 heka to cast warding wind*.
- I am a Leaf on the Wind
- Level: Belly Dancer 6
- Initiation Action: Slow Fall
- Range: Self
- Duration: Instantaneous
A powerful wind rises up to catch you as you fall, carrying you safely to the ground.
Your Slow Fall ability no longer requires a reaction to use, and instead you may use it automatically whenever you are conscious and not incapacitated, and it negates all falling damage regardless of distance. When you use the Slow Fall ability, you may also glide along the air to move 5 feet in any horizontal direction for every 5 feet that you fall.
- Impenetrable Iron Tortoise Shell
- Level: Belly Dancer 6
- Initiation Action: Deflect Missiles
- Range: 30 feet
- Duration: Instantaneous
You summon a momentary barrier of earth to defend yourself or an ally. As a reaction, you may spend 2 point of heka to use your Deflect Missiles ability on any ranged or melee attack you can see within 30 feet of you. Any damage not prevented by this ability is taken by the original target of the attack.
- Mote of the Sun
- Level: Belly Dancer 6
- Initiation Action: Action
- Range: 60 feet
- Duration: Concentration, up to 1 minute
Your fiery heka manifests as a floating sphere of roaring flame, searing everything in its path.
You can spend 2 heka points to castflaming sphere.
- Patient Badger Listens
- Level: Belly Dancer 6
- Initiation Action: Bonus Action
- Range: Self
- Duration: Concentration, up to 1 minute
You reach out with your heka to the ground beneath you. You sense disturbances in the earth as easily as you see with your eyes.
You can spend 2 heka points as a bonus action to gain tremorsense with a range of 30 feet and a burrow speed equal to half of your modified land speed for up to 1 minute. Your movement leaves behind a tunnel that remains for as long as this ability is active, and then collapses.
- Red Dragon’s Claws
- Level: Belly Dancer 6
- Initiation Action: Action
- Range: 120 feet
- Duration: Instantaneous
Rays of fire spring from your outstretched hand to sear your foes.
You can spend 2 heka points to cast scorching ray.
- Swarming Ice Rabbit
- Level: Belly Dancer 6
- Initiation Action: Action
- Range: 30 feet
- Duration: Concentration, up to 1 minute
A flurry of magic snowballs erupts from a point you choose within range.
You can spend 2 heka points to cast snilloc’s snowball swarm*.
11th Level Elemental Disciplines
- Dance of Three Ways
- Level: Belly Dancer 11
- Initiation Action: Action
- Range: Self
- Duration:Concentration, up to 10 minutes
You summon six spheres of earth from the ground, suspend them in the air around you, and ignite them with your fiery heka . With but a thought, you launch these blazing meteors at your foe.
You can spend 3 ki points to cast melf’s minute meteors*.
- Earth Reaches for Sky
- Level: Belly Dancer 11
- Initiation Action: Action
- Range: 120 feet
- Duration: Instantaneous
Focusing your strength with a deep, rumbling shout, you swing your arms up high, causing an eruption of churned earth and stone that engulfs your foes. You can spend 3 heka points to cast erupting earth*.
- Eternal Mountain Defense
- Level: Belly Dancer 11
- Initiation Action: Action
- Range: Self
- Duration: Concentration, up to 1 hour.
Your body hardens to stone, turning otherwise lethal blows from weapons into manageable scrapes.
You can spend 4 heka points to cast stoneskin, targeting yourself.
- Falling Comet
- Level: Belly Dancer 11
- Initiation Action: Action
- Range: 150 feet
- Duration: Concentration, up to 1 minute.
You can spend 3 heka points to cast sleet storm.
- Flames of the Phoenix
- Level: Belly Dancer 11
- Initiation Action: Action
- Range: 150 feet
- Duration: Instantaneous
You place your index and middle finger on your forehead, then thrust those two fingers outward, sending a tiny bead of concentrated energy at the target. When it connects, the bead blossoms with a bird-like screech into an explosion of flame.
You spend 3 heka points to cast fireball.
- Fist of the Elements
- Level: Belly Dancer 11
- Initiation Action: Action
- Range: Self
- Duration : Concentration, up to 1 hour.
The elements swirl around your weapon, imbuing it with devastating power.
You can spend 3 heka points to cast elemental weapon, choosing from only the damage types cold, fire, or thunder.
- Hua’s Water Prison
- Level: Belly Dancer 11
- Initiation Action: Action
- Range: 90 feet
- Duration : Concentration, up to 10 minutes
You can spend 4 heka to cast watery sphere*.
- Ice Storm
- Level: Belly Dancer 11
- Initiation Action: Action
- Range: 300 feet
- Duration: Concentration, up to 1 hour.
You can spend 3 heka points to cast ice storm.
- Mist Stance
- Level: Belly Dancer 11
- Initiation Action: Action
- Range: Self
- Duration: Concentration, up to 1 hour
A swirling mist envelopes your body and you merge with it, turning into a misty cloud.
You can spend 3 heka points to cast gaseous form, targeting yourself.
- One with the Tides
- Level: Belly Dancer 11
- Initiation Action: Action
- Range: Self
- Duration: 8 hours
You reach out with your heka and touch the surrounding water, merging with it on a spiritual level. Your deep understanding of it allows you to swim faster, breathe, and even sense other creatures touching the water.
You spend 2 point of heka as an action to gain underwater adaptations for 8 hours. While this ability is active, you can breathe normally underwater, you gain a swim speed equal to your modified land speed, and you gain blindsight with a range of 60 feet while underwater.
- Raise the Troubled Earth
- Level: Belly Dancer 11
- Initiation Action: Action
- Range: 90 feet
- Duration: Concentration, up to 10 minutes
You can spend 3 heka to cast wall of sand*.
- Raise the Still Waters
- Level: Belly Dancer 11
- Initiation Action: Action
- Range: 60 feet
- Duration: Concentration, up to 10 minutes
You can spend 3 heka to cast wall of water*.
- Ride the Wind
- Level: Belly Dancer 11
- Initiation Action: Action
- Range: Self
- Duration: Concentration, up to 10 minutes
You summon a mighty wind that envelopes your body, sweeping you over to where you want to go.
You spend 3 ki points to cast fly , targeting yourself, except your fly speed is equal to your enhanced movement speed.
- River of Hungry Flame
- Level: Belly Dancer 11
- Initiation Action: Action
- Range: 120 feet
- Duration : Concentration, up to 1 minute
You sweep your hands upward, causing a wall of blazing hot fire to leap up from the ground.
You can spend 4 heka points to cast wall of fire.
- Sweeping Crosswind
- Level: Belly Dancer 11
- Initiation Action: Action
- Range: 120 feet
- Duration : Concentration, up to 1 hour.
A wall of strong wind rises from the ground, batting away anything in its path.
You can spend 3 heka points to cast wind wall.
- Tidal Wave
- Level: Belly Dancer 11
- Initiation Action: Action
- Range: 120 feet
- Duration : Instantaneous
You can spend 3 heka to cast tidal wave*
16th Level Elemental Disciplines
- Avatar of the Elements
- Level: Belly Dancer 16
- Initiation Action: Action
- Range: Self
- Duration: Concentration, up to 10 minutes
As an ultimate display of your mastery of the elements, you merge your heka with your chosen primordial power. The element envelopes your body, becoming an extension of yourself. You have become an avatar of the elements.
When you learn this elemental discipline, choose one of the following spells: investiture of flame*, investiture of ice*, investiture of stone*, or investiture of wind* . You can spend 8 heka points to cast the chosen spell. You can learn this elemental discipline multiple times, choosing a different spell each time.
- Breath of Winter
- Level: Belly Dancer 16
- Initiation Action: Action
- Range: Self (60-foot cone)
- Duration: Instantaneous
You inhale deeply and then exhale, blasting a cone of frigid air out in front of you that freezes everything in its path.
You can spend 5 heka points to cast cone of cold.
- Changing the Tide
- Level: Belly Dancer 16
- Initiation Action: Reaction
- Range: 5 feet
- Duration: Instantaneous
You flow like water, guiding an attack against you to a nearby enemy.
When a creature that you can see targets you with an attack and either misses or you pass your saving throw, you may spend 1 heka point to redirect that attack to another creature within 5 feet of you as a reaction. Use the result of the creature’s attack roll or save DC to determine if the redirected attack hits the new target.
- Eye of the Hurricane
- Level: Belly Dancer 16
- Initiation Action: Action
- Range: 300 feet
- Duration : Concentration, up to 1 hour
You stretch out your heka to embrace the winds.
You can spend 5 heka points to cast control winds*.
- Mold the Mountain
- Level: Belly Dancer 16
- Initiation Action: Action
- Range: 120 feet
- Duration: Instantaneous
You can spend 5 heka to cast transmute rock*.
- Moth’s Demise
- Level: Belly Dancer 16
- Initiation Action: Action
- Range: 90 feet
- Duration: Concentration, up to 1 minute
You mentally reach out and ignite your foe’s heka. The creature’s body briefly glows with a brilliant internal fire before the flames erupt and envelope its body.
You can spend 5 heka points to cast immolation*.
- Swirling Crab’s Revenge
- Level: Belly Dancer 16
- Initiation Action: Action
- Range: 120 feet
- Duration: Concentration, up to 1 minute
You can spend 5 heka points to cast maelstrom*.
- Wave of Rolling Earth
- Level: Belly Dancer 16
- Initiation Action: Action
- Range: 120 feet
- Duration: Concentration, up to 10 minutes
You pull forth hek adeep within your center and thrust it upward. The ground shakes and emits a low rumble as a wall of stone erupts up into being.
You can spend 5 heka points to cast wall of stone
Multiclassing
Prerequisites. To qualify for multiclassing into the belly dancer class, you must meet these prerequisites: 15 Dexterity and 14 Charisma.
Proficiencies. When you multiclass into the belly dancer class, you gain the following proficiencies: one belly dancer skill of your choice.
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