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Flame dancer

An orc 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. Its 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 him 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 rouges 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 does he use it?

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 2 short swords, a disguise kit, a entertainers pack with the 20 torches and a tinder box. Lastly choose the Flaming rouge dance 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: finesse weapons, simple weapons
Tools: disguise kit, poisoners kit
Saving Throws: dexterity, charisma
Skills: Choose three from slight of hand, stealth, deception, persuasion, medicine, acrobatics, performance

Equipment

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

  • (a) 2 short swords or (b) A whip or (c) Any simple weapon
  • (a) A disguise kit or (b) A poisoners kit
  • (a) A entertainers pack or (b) A thieves pack
  • 20 torches and a tinder box.

Table: The Flame dancer

LevelProficiency
Bonus
FeaturesCantripsSpells Known—Spell Slots per Spell Level—
1st2nd3rd4th5th
1st+2Unarmored defense, Flaming dance style, Quick Dance20
2nd+2Dancing flames, Fighting style222
3rd+2Flaming dance style, Flaming performers233
4th+2Ability Score Improvement233
5th+3Flaming dance style, Extra attack3542
6th+3Burning response3542
7th+3Charismatic flames3643
8th+3Ability Score Improvement3643
9th+4Flaming dance style48432
10th+4Leaping flames48432
11th+449433
12th+4Ability Score Improvement49433
13th+5Compelled dance5104331
14th+5Flaming dance style5104331
15th+5Imaginary flames5114332
16th+5Ability Score Improvement5114332
17th+661343331
18th+6Step through flames61343331
19th+6Ability Score Improvement61543332
20th+6Flaming familiar61543332

Unarmored defense

When unarmored, your AC equals 10 + Charisma mod + Dexterity mod.

Quick Dance

When combat starts, you can use your reaction to start dancing.

At later levels

Starting at 3rd level, you gain an additional 10ft of movement speed when dancing.

Spellcasting

Starting at 1st level you know 2 cantrips of your choice that ether are fire based or from the wizard spell list.

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

Starting at 2nd level, you learn two 1st level spells of your choice from the wizard spell list or spells that are fire based. The Flame dancer chart shows when you learn more spells.

Conditional casting

You must be dancing to cast spells.

Flaming dance style

At 1st level, you chose a dance style. Choose between Flaming rouge, Flaming demon or Flaming mage, 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.

Dancing flames

Starting at 2nd level, when you are dancing flames start appearing on your body. Any melee attacks will will damage the attacker for your charisma mod if the attacker fails a DC spell save in order to avoid damage.

Fighting style

Starting at second level, choose one of the following fighting styles. You can only choose one.

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 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.

Flaming performers

Starting at 3rd level, when you use your Action to make an attack, you can make a Performance check to attack a creature. You must be wielding a finesse weapon to use this feature.

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.

Extra attack

At 5th level, you can make an extra attack every turn this amount increases to three at 9th level. You must be dancing to use this feature.

Burning response

Starting at 6th level, when you are hit by an attack while dancing, you can send a burst of flame at the attacker. Roll an attack roll, if you hit deal 1d8 + charisma mod fire damage. You can use this a number of time equal to your charisma modifier before needing to take a long or short rest.

At later levels

At 10th, and again at 14th, and 18th levels increase the damage by 1d8. (2d8 at 10th, 3d8 at 14th, 4d8 at 18th levels.)

Charismatic flames

Starting at 7th level, your can add your charisma modifier as fire damage to attack rolls and damage modifiers, on any weapon attacks you make.

Leaping flames

Starting at 10th level, when you hit an creature with a fire based attack, you can deal half damage to an adjacent creature with a dex save.

Compelled dance

Starting at 13th level, you can point at a creature and force it to dance with a DC spell save. If it fails it starts dancing and takes 1d4 + charisma mod fire damage, every turn for a number of turns equal to your charisma mod. As its action it can attempt to dispel Compelled dance early, with a DC spell save. You can use this feature a number of time equal to your charisma mod, before needing to take a long rest.

Imaginary flames

Starting at 15th level, when you are dancing, Illusionary copies of yourself will appear dancing with you, any attacks made against you will have disadvantage.

Step through flames

Starting at 18th level, You can teleport to a place you can see within 60ft of you. you can use this a number of time equal to your charisma mod, before needing to take a long rest. You must be dancing to use this feature.

Dance master

Starting at 20th level, You can gain the intro level feat of a different Flame dancer subclass.

Flaming rouge


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

Counter dance

Starting at 1st level, when you are hit by an attack, you can roll for performance, if your roll beats a DC save of 15 - charisma mod - dexterity mod. 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, when you are hit by an attack, you can teleport 10ft as a reaction. You do not provoke opportunity attacks when using this feature. You can use this feature a number of times equal to your charisma mod. Must finish a long or short rest to regain use of this feature. You must be dancing to use this feature.

Stealth dance

Starting at 5th level, you can roll performance, instead of stealth or slight of hand, when making a stealth or slight of hand check.

Fake out

Starting at 9th level, you can make a creature think you are some where else, within 10ft off your self. They can attempt to make an Perception check, against your DC spell save in order to dispel the illusion. They can only make one check a turn. If they succeed, The can not be fooled again for 24 hours. You can only use this feature if you are dancing. You can use this feature a number of times equal to your charisma mod, before needing to take a long rest.

Dance of the rouge

Starting at 14th level, you can gain a number of temporary hit points, equal to your level + charisma mod + dexterity. You can use this once before needing to take a long rest. You must be dancing to use this feature.

Flaming demon


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

Flame weapon

Stating at 1st level, you can bind with a weapon of your choice. You are considered proficient with it and it counts as magical for the purpose of overcoming defenses. It deals an extra 1d4 fire damage. You can have up to two weapons bound to you at the same time. You can summon it to you as a minor action.

At later levels

At 3rd, 9th, and 14th levels, the die damage goes up. 1d6 at 3rd, 1d8 at 9th, 1d10 at 14th.

Flame armor

Starting at 3rd level, you can wreath yourself in flame, and gain a +2 to your AC this does not count against your Unarmored defense. You can dismiss it as a minor action. Must finish a short or long rest to reuse this feature. You must be dancing to use this feature.

Dancing weapons

Starting at 5th level, you can make your weapons dance around you as an action, dealing damage in a 5ft cube around your self. Roll damage as normal.

Flamelust

Starting at 9th level, you can give creatures of your choice an extra 1d8 fire damage, that are within 15ft of you for 1 turn. You can use this feature a number of times equal to your charisma mod, before needing to take a long or short rest. You must be dancing to use this feature.

Dance of the demon

Starting at 14th level, you can cast fear a number of times, equal to your charisma mod. Must finish a long rest to reuse this feature. You must be dancing to use this feature.

Flaming mage


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

Bright flames

Starting at 1st level, your fire based attacks deal additional damage, equal to 1/2 your dexterity mod when dancing.

At later levels

At 3rd level, you gain an additional 1/2 dexterity mod as damage.

War magic dance

Starting at 3rd level, when you make an melee attack, you can cast a cantrip in the same action. You must be dancing to use this feature.

Alchemic flames

Starting at 5th level, you can give your spells an extra attribute. (you can only pick one)

Poison

Deal an extra 1d4 poison damage each turn, for charisma mod turns when a spell damages a creature.

Necrotic

Leach half the damage dealt by spells as temporary hit points.

Radiant

Cast bright light for 60ft for 1 turn after every cast, and turn undead.

Force

Deal an extra 1d6 force damage with spells, and knock back creatures 5ft on hit.

Improved war magic dance

Starting at 9th level, when you make a melee attack, you can cast a spell up to the first level. You must be dancing to use this feature.

Dance of the mage

Starting at 14th level, You can regain spell slots, equal to half your level. You must be dancing to use this feature.

Multiclassing

In order to multiclass into a Flame dancer you must have some tie with fire in addition to the following.

Prerequisites. To qualify for multiclassing into the flame dancer class, must meet these prerequisites: 13 dexterity and 13 charisma.

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

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gollark: Is AlexDevs a different account to the original Ale32bit?
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