Flame Dancer (5e Class)

Flame Dancer

A dragonborn faces off against a pack of wolves. Suddenly he is wreathed in flames and starts dancing. As he dances, flame flies out of his arms. It's not long before they are all dead.

An elf is at a party, dancing to some music, when some thugs burst in, only to see the elf burst into flame. Before long they are running in fear.

Fiery Souls

Flame dancers have a close bond with fire, and often their strategies are to burn it all. Whether they are demons, mages, or rogues, they all use fire. They often have eccentric personalities, and will be seen around fire. People have come to expect flame dancers as a sort of entertainer, and will seek them out in towns for entertainment.

Creating A Flame Dancer

A Flame dancer


When creating a flame dancer, consider this info. What gave your character a fascination with fire? Was it a chance encounter with a dragon? Was it a festival or some other festive activity? Does your character actually dislike fire? If so, why do they use fire?

Quick Build

You can make a flame dancer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the entertainer background. Third, choose the whip, daggers, (containing an entertainers pack 10 torches and a tinderbox). Lastly, choose the dance of the black flame dancing style.

Class Features

As a Flame dancer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Flame dancer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Flame dancer level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons, martial weapons
Tools: Disguise kit
Saving Throws: Dexterity, Charisma
Skills: Choose three from sleight of hand, stealth, deception, intimidation, persuasion, arcana, acrobatics, performance

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) two shortswords or (b) a whip or (c) a greatsword
  • (a) two daggers or (b) two handaxes
  • 10 torches, a tinderbox, and a entertainers pack
  • If you are using starting wealth, you have 2d4x10gp in funds.

Table: The Flame dancer

LevelProficiency
Bonus
CantripsSpells KnownFeatures—Spell Slots per Spell Level—
1st2nd3rd4th5th
1st+200Unarmored Defense, Dancing Style, Dancing
2nd+222Dancing Flames, Fighting Style, Spellcasting2
3rd+223Dancing Style, Flaming Performers (Optional)3
4th+233Ability Score Improvement, Martial Versatility (Optional)3
5th+335Dancing Style, Extra Attack42
6th+335Burning Body, Flaming Response42
7th+336Charismatic Flames43
8th+336Ability Score Improvement, Martial Versatility (Optional)43
9th+438Dancing Style432
10th+448Combustible Aura432
11th+449Leaping Sparks433
12th+449Ability Score Improvement, Martial Versatility (Optional)433
13th+5410Compelled Dance4331
14th+5410Dancing Style4331
15th+5411Imaginary Embers4332
16th+5411Ability Score Improvement, Martial Versatility (Optional)4332
17th+641343331
18th+6413Elusive43331
19th+6415Ability Score Improvement, Martial Versatility (Optional)43332
20th+6415Master Of Fire43332

Dancing

Beginning at 1st level, you may use a bonus action to begin dancing and to stop dancing. You are unable to dance while the following conditions apply: stunned, unconscious, paralyzed, petrified, restrained, or incapacitated. In addition when rolling for initiative you can immediately start dancing as a free action.

At later levels starting at 3rd level, you gain an additional 10ft of movement speed when dancing.

Unarmored Defense

At 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + Dexterity modifier + Charisma modifier. This represents the inability to hit you and your ability to distract your enemy.

Dancing Style

At 1st level, you choose a dancing style. Choose between dance of the black flame, dance of the burning demon, or dance of the blazing phoenix. All are detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 5th, 9th, and 14th levels.

Spellcasting

Starting at 2nd level you know 2 cantrips of your choice that are either fire-based or from the sorcerer spell list you . You learn an additional cantrip of your choice at 3rd and 10th level.

DC spell save = 8 + Charisma modifier + proficiency bonus
Spell attack modifier = Proficiency bonus + Charisma modifier
Spells of the first level and higher

Starting at 2nd level, you learn two 1st level spells of your choice that are fire-based or from the sorcerer spell list. The flame dancer chart shows when you learn more spells. Additionally, when you gain a level in this class, you can choose one of the flame dancer spells you know and replace it with another spell from spells you can learn which also must be of a level for which you have spell slots for.

Preparing and casting spells

You do not need to prepare your spells and always have them ready. You regain all spell slots after a long rest.

Spellcasting focus

Dancing counts as a spellcasting focus for your flame dancer spells.

Conditional casting

You must be dancing to cast spells.

Dancing Flames

At 2nd level, when you are dancing, your weapons (including natural weapons) are surrounded by a constantly-shifting, constantly-replenishing layer of arcs, puffs, flecks, and wisps of flame. When you hit a creature with an attack while dancing, you can deal an additional 1d4 of fire damage .You can use this feature equal to your Charisma modifier (minimum of one).

The damage increases to 1d6 at 4th level and at 7th level it increases to 1d8 and 2d4 at 10th level.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Close Quarters Shooter (UA)

You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-­‐‑quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.

Unarmed Fighting (UA)

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

Tunnel Fighter (UA)

You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Flaming Performers (Optional)

Starting at 3rd level, when you take the attack action, you can use your Performance skill for your attack rolls.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Martial Versatility (Optional)

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to flame dancers. This replacement represents a shift of focus in your martial practice.

Extra Attack

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

Burning Body

Starting at 6th level, while you are dancing, your body is wreathed in flames. You can use your reaction on a creature that touches you or that hits you with a melee attack while within 5ft of you the creature must make a Dexterity saving throw against your spell DC, or the creature takes 2d6 of fire damage on a failure, or half as much on a success.

The damage increases when you reach 9th level to 3d6, and again when you reach 12th level to 4d6.

Flaming Response

At 6th level, while you are dancing, if you are hit by a ranged attack from a creature that is within 60ft of you, you can use your reaction to launch a fire bolt at the attacker. Make a ranged spell attack against the creature. If the attack hits, you deal 1d10 fire damage to the creature. You may use this a number of times equal to half your proficiency bonus rounded up. You regain all expended uses when you finish a long rest.

The damage increases when you reach 9th level to 2d10, and 12th level to 3d10.

Charismatic Flames

Starting at 7th level, any fire damage you deal ignores enemy resistances and you treat immunity's as if they were resistances.

Combustible Aura

Starting at 10th level, when you begin to dance you now get a 10ft aura around you any enemy creatures within your aura takes fire damage equal to your proficiency bonus. In addition you and any friendly creatures within your aura get fire resistance but if you or any creatures has fire resistance from another source you and the creature gets fire immunity instead.

Leaping Sparks

Starting at 11th level, when you hit an creature with a fire-based spell, you can deal the same amount of damage to an adjacent creature the creature must make a Dexterity saving throw against your spell DC if the creature succeeds it only takes of the damage. You can only use this feature once per short or long rest.

Compelled Dance

Starting at 13th level, as an action you can point at a creature and the creature must make a Charisma saving throw against your spell DC on a fail the creature is forced to dance for a minute. While in this state the creature takes 1d4 + Charisma modifier in fire damage and the creature can not willingly move and can not do reactions for the duration, as an action the creature can attempt to repeat the saving throw again and if successful it ends early and the creature becomes immune to it for the next hour. You can use this feature a number of times equal half to your Charisma modifier rounded up (minimum of one), before needing to take a long rest.

Imaginary Embers

Starting at 15th level, you can make illusory copies of yourself appear around you and seem to dance around you, repeatedly passing through you and each other, for 1 minute all ranged attacks against you have disadvantage. Creatures that have the ability to see through illusions (such as those with truesight) do not suffer disadvantage due to this ability. This ability can be used once per short rest.

Elusive

Beginning at 18th level, your dancing makes it hard for attackers to gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Master Of Fire

Starting at 20th level, your mastery over fire gives you the following benefits for 1 minute:

  • You gain fire absorption and you are immune to cold damage.
  • Any fire damage you deal will always deals maximum damage.
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.

Once you use this feature, you can’t use it again until you finish a long rest.

Dance Of The Black Flame


Flaming rogues are sneaky and quick, they often have a counter for any possibility.

Graceful Counter

Starting at 1st level, when you are hit by an attack, you can use your reaction and make a performance check, if your roll beats a DC save of 15. You can reduce the damage by half, and make an attack against them. You can only use this feature if you are dancing.

Starting at 3rd level, you can teleport 10ft as a bonus action. You do not provoke opportunity attacks when using this feature immediately after teleporting to a location you can see; you can attack a creature within melee distance of you and when do this you deal extra fire damage equal to your level once per turn. You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You must finish a short or long rest to regain all uses of this feature. You must be dancing to use this feature.

Shadow Dance

Starting at 5th level, you can roll performance, instead of stealth or sleight of hand, when making a stealth or sleight of hand check. In addition your fire-based spells now exude no light and no noise and your fire spells now take on a pitch black appearance with pure white streaks.

Fake Out

Starting at 9th level, as a action you can try to trick a creature to think you are somewhere else, within 10ft of yourself. The creature can attempt to make a Wisdom check, against your spell DC in order to dispel the illusion. If the creature succeed the creature can not be fooled again for the next 24 hours. You can use this feature a number of times equal to your Charisma modifier (minimum of 1), before needing to take a long rest.

Umbra Spark

Starting at 14th level, when you begin to dance you now gain the following benefits.

  • You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
  • Your blink step now gains an additional 10ft.
  • If you attack a creature that is surprised it is an automatic critical hit.

Dance Of The Burning Demon


These dancers are great warriors and often make enemies run in fear gaining them the name Flame demons.

Devouring Weapons

Starting at 1st level, you can bind with a melee weapon of your choice to bind with a weapon you need to concentrate on the weapon for 1 hour which can be done over the course of a short or long rest. Once you have bound a weapon to yourself it deals an extra 1d4 of fire damage. You can have up to two melee weapons bound to you at the same time if you attempt to bind with a third weapon, you must break the bind with one other you are bound to.

At later levels the damage die goes up to. 1d6 at 4th, 1d8 at 9th, 1d10 at 14th.

Scorching Armor

Starting at 3rd level, you can wreath yourself in scorching hot fire to protect yourself, as a bonus action you gain a +2 to your AC for 1 minute this does not count against your Unarmored defense and it is treated as if you were concentrating on a spell. You can dismiss it as a bonus action. You can use this feature a number of times equal to half your Charisma modifier rounded up (minimum of one). You must be dancing to use this feature. In addition your fire spells now take on a blood red appearance with unnatural blue streaks.

Dancing Inferno

Starting at 5th level, you can make your weapons dance around you as an action, any creature within a 5ft radius of you must make a Dexterity saving throw against your spell DC or be hit for your weapon(s) damage, a creature that succeeds the save takes half damage. You may use this feature an equal number of times to your Charisma modifier (minimum of 1) before finishing a short or long rest.

Burning Lust

Starting at 9th level, as a action you can give a creature of your choice an extra 1d8 of fire damage, that are within 15ft of you for 1 minute. You can use this feature a number of times equal half to your Charisma modifier rounded up (minimum of 1), before needing to take a long. You must be dancing to use this feature.

Burning Despair

Starting at 14th level, as a bonus action you can cast the spell fear a number of times, equal to your Charisma modifier (minimum of 1). You gain all uses after a long rest. You must be dancing to use this feature.

Dance Of The Blazing Phoenix


Flaming mages are great casters but despite their magical capabilities they are not to be under estimated in melee combat.

Brilliant Flame

Starting at 1st level, you can add your Charisma modifier to any damage rolls you make with your fire-based spells. In addition dancing now satisfies any verbal or somatic components that your flame dancer spells might have.

Elegant Dance

Starting at 3rd level, when you make a weapon attack, you can cast a cantrip as a bonus action. You can use this feature a number of times equal to your Charisma mod (minimum of 1). You must finish a short or long rest to regain all uses of this feature. You must be dancing to use this feature. In addition your fire spells now take on a brilliant golden appearance with whitish silver streaks.

Shifting Flames

Starting at 5th level when you cast a spell with a damage type other than fire you may use a bonus action to change that spells damage type to fire. you can use this feature up to your Charisma modifier (minimum of 1) before needing a long rest. you must be dancing to use this feature.

Brilliant Dance

Starting at 9th level, when you make a weapon attack, as a bonus action you can cast a spell up to first level. You can use this feature a number of times equal to half your Charisma modifier rounded up (minimum of one). You must be dancing to use this feature.

Rejuvenating Flames

Starting at 14th level, you may use an action to regain spell slots, equal to a quarter of your level rounded up you can use this feature twice before needing to finishing a long rest.

Multiclassing

Prerequisites. You must have a Dexterity score and a Charisma score of 13 or higher in order to multiclass in or out of this class.

Proficiencies. When you multiclass into the flame dancer class, you gain the following proficiencies: simple and martial weapons, performance.



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