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SkyFury
2017-05-15, 04:16 AM
Dancer (Archetype 1)

HIT POINTS
Hit Dice: 1d6 per dancer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per ranger level after 1st

PROFICIENCIES
Armor: None
Weapons: Simple weapons, Whips
Tools: None

Saving Throws: Wisdom, Dexterity
Skills: Choose three from Acrobatics, Athletics, History, Insight, Investigation, Nature, Perception, and Stealth

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
ē (a) a whip or (b) any simple weapon
ē (a) a dungeoneerís pack or (b) an explorerís pack
ē (a) 2 Daggers

Dancer Archetype 1


Level
Proficiency Bonus
Features


1st
+2
Fighting Style, Unarmored Swiftness


2nd
+2
Unworldly Movement


3rd
+2
Archetype


4th
+2
Ability Score Improvement


5th
+3
Whirling Dervish (Archetype features)


6th
+3
Arcane Flash


7th
+3
Evasion (Archetype features)


8th
+3
Ability Score Improvement


9th
+4
Unworldly Reaction


10th
+4
Arcane Flash Improvement


11th
+4
Defensive Duelist (Archetype feature)


12th
+4
Ability Score Improvement


13th
+5
Arcane Flash Improvement


14th
+5
Danger Sense


15th
+5
Forbidden Arts


16th
+5
Ability Score Improvement


17th
+6
Unworldly Reaction Improvement


18th
+6
Arcane Flash Improvement


19th
+6
Ability Score Improvement


20th
+6
Sixty-Four Rotations (Capstone features)



Unarmored Swiftness
Beginning at 1st level, while you are wearing no armor and not wielding a shield.
You gain a +10 bonus to your speed. Your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Fighting Style:
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Whip Lasher
You can use your action to shoves and pulls a medium or smaller creature to unbalance it. A creature that you can see that is within your whip reaches must make a Dexterity saving throw. On a failed save, you can either knock the creature prone or pull it up to 5 feet closer to you.

Unworldly Movement
Beginning at 2nd level, add your proficiency bonus to your AC
You can take a bonus action on each of your turns in combat to take the Dash, Disengage, or Dodge action.

Archetype: Blade Dancer
Starting when you choose this archetype at 3rd level, a creature you attack this turn cannot take reactions until the end of your next turn. At 11th level, you gain Defensive Duelist feats.

Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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 canít increase an ability score above 20 using this feature.

Whirling Dervish (Archetype feature)
Beginning at 5th level, when a creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

Arcane Flash
Beginning at 6th level, You can use an action to send a burst of wave from your slashing motion. Each creature in a 5 by 30 ft. line must make a dexterity saving throw. A creature takes 3d8 force damage on a failed save, or half as much damage on a successful one. The damage increases to 4d6 at 10th level, 5d6 at 13th level, and 6d6 at 18th level. After you use the Arcane Flash. You canít do so again until you finish a long rest.

Evasion (Archetype features)
Starting 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.

Unworldly Reaction
Starting at 9th level, you can take reaction up to twice, instead of once. The number of reaction you can take increases up to three when you reach 17th level in this class.

Danger Sense
Starting at 14th level, you have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you canít be blinded, deafened, or incapacitated.

Forbidden Arts
At 15th level, you gain one of the following features of your choice. After you use this feature. You canít do so again until you finish a short rest or long rest.
Dazzling Escape You can use your reaction to make your body becomes blurred and teleport up to 30 feet to an unoccupied space that you can see.
Blade Flurry You can use your action to make melee attacks against any number of creatures within 20 feet of you, with a separate attack roll for each target.
Obliteration You can use your action to make your body becomes blurred and teleport to a creature within 30 feet of you to make melee attack with lightspeed barrage with +5 to hit. On a hit, the target takes extra 8d6 slashing damage. Additionally, you can use your bonus action to teleport back to previous space before the use of this feature.

Sixty-Four Rotations (Capstone features)
Starting at 20th level, you can cast Freedom of Movement at will once without expending a spell slot or material components. You canít do so again until you finish a short rest or long rest.


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Thank you for read my glass cannon homebrew class.
This class still need some balancing and still in the progress in my one-shot.
I would really appreciate if you guys leave some awesome ideas.
Cheers !!!

clash
2017-05-15, 09:39 AM
Ok so before giving it a more thorough look I am going to start with the things that immediately stand out:

Saving Throws: Every class can choose one from (Wisdom, Dexterity, Constitution) and one from (Int, Cha, Str) you cant choose 2 from one group. The designers were very careful about this.


Unworldly Movement: This has big problems. The prof to ac on top of potentially 20 base ac at higher levels is game breaking in 5e. %e uses bounded accuracy which means it never lets things like ac get that much better from where they started. Dodge as a bonus action every turn is also op. The only one who gets this is monk and he has to spend a very limited pool of resources on it and use a very precious bonus action(monks uses bonus action + flurry in order to compete in damage).

Overall there is only a few things that set this apart from the monk. My gut reaction is to try to make it a monk archetype first, and if that doesn't fulfill your vision of the class then attempt a new base class.

JNAProductions
2017-05-15, 12:17 PM
Two Strong saves. Why?

Whip Lasher-how do you determine the save?

Unworldly Movement is OP as all hell. Like, seriously, it's totally broken. To the point where I'm not going to look at the rest of the class until it gets fixed, because even if the rest of the class is poop, this is a MANDATORY two level dip for anyone who wants to git gud.