Spring Dancer (5e Class)

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The Spring Dancer[edit]

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[edit]

paul-canavan-skylinescout-small.jpg
Skyline Scout by Paul Canavan

When creating your Spring Dancer, ask yourself why you have chosen to craft your Enhanced Movement Frame. Are you a combatant that benefits for the increased mobility, a thief jumping trough rooftops and invading tall buildings, or just someone enthralled by the liberty afforded to the users of the springs.

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.

Class Features

As a Spring Dancer you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armour
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Smith's tools, tinker's tools
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment

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

Table: The Spring Dancer

Level Proficiency
Bonus
Features Sky Bound Attack Damage
1st +2 Enhanced Movement Frame, Sky Bound Attack, Rope Rider 1d6
2nd +2 Spring Leg Dodge, Wall Jump 1d6
3rd +2 Spring Core, Spring Hooks 2d6
4th +2 Ability Score Improvement 2d6
5th +3 Fast Acting 3d6
6th +3 Fast Movement 3d6
7th +3 Evasion 4d6
8th +3 Ability Score Improvement 4d6
9th +4 Spring Core Feature 5d6
10th +4 Advanced Movement 5d6
11th +4 Fast Mind, Spring Hook Improvement 6d6
12th +4 Ability Score Improvement 6d6
13th +5 Spring Core Feature 7d6
14th +5 Superior Movement 7d6
15th +5 War-forged Springs 8d6
16th +5 Ability Score Improvement 8d6
17th +6 Spring Core Feature 9d6
18th +6 Unstoppable 9d6
19th +6 Ability Score Improvement 10d6
20th +6 Spring Core Feature,Memento Momentum. 10d6

Enhanced Movement Frame[edit]

At 1st level, during a short rest, you can turn a suit of light armor you are wearing into an Enhanced Movement Frame, provided you have smith's tools in hand. This frame can take the shape of a set of metal bars that are attached to your legs. This give you the following benefits:

  • You can don or doff the frame as an Action on your turn.
  • You can use Dexterity instead of Strength when making Strength (Athletics) checks to jump.
  • Choose one of the following skill proficiencies: Acrobatics or Athletics. Your proficiency bonus is doubled for any ability check you make using the chosen skill.
  • The frame replaces missing legs with prosthetic legs, functioning identically to a leg replaced.
  • Your standing High Jump equals half your movement speed, and your standing Long Jump equals your movement speed. You double that distance if you move at least 10 feet before jumping.

Sky Bound Attack[edit]

Beginning at 1st level, you know make impressive aerial attacks. Once per turn, you can deal an extra 1d6 damage to one creature you hit with a melee weapon attack, if you jump or fly at least 10 feet before making the attack.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sky Bound Attack column of the Spring Dancer table.

Rope Rider[edit]

Also at 2nd level, during your training, you gained a newfound use for any ropes or lines that can support your weight. You climbing up a rope doesn't cost you extra movement, and you can climb down a rope up at up to twice your movement speed.

Spring Leg Dodge[edit]

Starting at 2nd level, when an attacker that you can see attempts to attack you, you can use your reaction to jump 5 feet back without provoking opportunity attacks, and force the attack to be made with disadvantage.

In addition, you can take the Disengage action as a bonus action.

Wall Jump[edit]

Also at 2nd level, when you move, you can instead take two short movements by flying. Each movement is at half your speed, and you must end each one on a creature, solid object, or ground. If you do not, you fall and your movement ends.

In addition, you gain resistance to fall damage, and immunity to fall damage from a height equal or lower than your standing High Jump height.

Spring Core[edit]

At 3rd level, you create a modification for your Enhanced Movement Frame's core, which chance its properties. Your Core type grants you features at 3rd level and then again at 9th, 13th, 17th and 20th level.

Spring Hooks[edit]

Beginning at 3rd level, your Enhanced Movement Frame now counts with an inlaid grappling hook. As an action or bonus action, you may target a surface, object or creature within 15 feet. If the target is Small or Smaller, you can make a Strength (Athletics) grappling check to pull it to you and grapple it. You can't use your hook while grappling a creature or object with it.

Alternatively, if the target is Medium or larger, you can choose to be pulled to it, alongside with a willing or grappled creature of medium size or smaller within 5 feet of you.However, this does not grapple it. This movement doesn't provoke opportunity attacks.

Alternatively, you can use the hook to make attacks. The hook is considered a ranged weapon, and cause 1d6 piercing damage on a hit. The damage increase to 1d8 and the range to 30 feet at 11th level.

Ability Score Improvement[edit]

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.

Fast Acting[edit]

Starting at 5th level, you can move with incredible agility. You can take one additional Bonus Action in each of your turn. You can't use this additional Bonus Action for the same action chosen on your Action.

In addition, you can use your Bonus Action to make a single attack or to jump up to half your maximum jump distance, without provoking opportunity attacks.

Fast Movement[edit]

Starting at 6th level, your speed and jump distances increases by 5 feet while you aren't wearing heavy armor. In addition, you gain a climbing speed equal to your movement speed.

Finally, when using your frame, non-magical difficult terrain doesn't impede your movement.

Evasion[edit]

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. 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.

Advanced Movement[edit]

By 10th level, your Enhanced Movement Frame is further improved with the addition of hooks on the foot, which allow you to walk and stand on vertical surfaces, ceilings while leaving your hands free, and on unstable surfaces (such as balancing ropes for example) as if they were solid ground, not requiring any checks to retain your balance.

In addition, you can take three short movements, rather than two, when using Wall Jump

Fast Mind[edit]

Starting at 11th level, you can take two reactions per round, instead of a single one. In addition, whenever you fail a Dexterity saving throw, Dexterity (Acrobatics) check or a check made to jump, you can use a reaction to reroll the check.

Superior Movement[edit]

At 14th level, you gain a flying speed equal to your movement speed. You must end your movement on the ground or you fall at the end of your turn.

In addition, you can take four short movements, rather than two, when using Wall Jump.

War-forged Springs[edit]

By 15th level, your Enhanced Movement Frame is upgraded, increasing its effectivity in combat. You gain the following benefits with it:

  • You can shoot with your Spring Hooks as part of the same reaction you used your Spring Leg Dodge.
  • You add a second Spring Hook and whenever you take the Attack action, you can make one attack with each once.
  • If you use your Spring Leg Dodge and are hit by an attack, you can use a reaction to force the target to reroll the attack.
  • You have advantage on Dexterity saving throws against effects you are able to see.

Unstoppable[edit]

Beginning at 18th level, all your forms of movement (including the spring hook range) increase by 30 feet.

In addition, your movement no longer provokes opportunity attacks.

Memento Momentum[edit]

At 20th level, you can take one additional bonus action with your Fast Acting and one additional reaction with your Fast Mind features.

In addition, you become immune to fall damage.

Spring Core options[edit]

Faithful Core[edit]

Tall building such as churches are where Spring Dancers excel, and the church could always use people able to clean the roof. Whether they were a Dancer before or after they found faith. They share a unique bond with and and all Celestials.

Blessed Hands

Starting at 3rd level, your blessed hands can bring the guiding presence of the heaven's. When you choose this archetype at 3rd level, you learn the Guidance cantrip. Starting at 9th level, it has a range of 30 feet for you, and you can cast it as a bonus action.

Divine Core

At 3rd level, the components of your frame have been blessed, granting you the ability to conduct divine power. You gain a pool of d6s equal to half your level in this class (rounded up). You can use the dice in this pool in the following manners:

Divine Touch. As a bonus action, you can touch a creature and spend your dice, restoring hit points to it equal to the amount spent.
Sky Bound Smite. When you hit a creature with your Sky Bound Attack, you can spend your divine dice to cause additional damage equal to the amount of dice spent. In addition, the Sky Bound Attack additional damage becomes radiant when you do so. If the target is a fiend or undead, you cause additional 1d6 damage.
Guardian Wings. You can spend one divine dice as a reaction to cast feather fall, targeting yourself without spending material components. Doing so causes a pair of translucent angelic wings to appear on your back.

You must be wearing your Enhanced Movement Frame to use these dice. You can spend a number of dice on a single turn equal to half your proficiency bonus (rounded down). You regain all expended dice from your loaded dice pool when you complete a long rest.

Celestial Wings

Starting at 9th level, while using your Enhanced Movement Frame, you can conjure a pair of translucent angelic wings using a bonus action. The wings grant you a flying speed equal to 60 feet for the next 10 minutes.

Once you have used this ability, you cannot use it again until you have finished a short or long rest, unless you spend three divine dice to do it again.

Divine Aid

When you reach 13th level, you use the breath of your god not only for movement. You can cast healing spirit at it's minimum level, without spending spell slots or requiring concentration. Charisma is your spellcasting ability for this spell.

Once you use this feature, you can't do so again until you finish a long rest, unless you expend two dice to use this feature again.

Zealous Form

By 17th level, the power of your divine core allow you to assume a the likeness of a angelic being. As a bonus action on your turn, you can take on this celestial form, during which you gain the following benefits:

  • You regain all your spent divine dice.
  • Your movement speed is doubled.
  • You gain resistance to all damage, and are immune to the grappled, paralyzed, stunned, and restrained conditions.
  • You gain a flying speed equal to your movement speed.

Your zealous form lasts for one minute, or until you are incapacitated. Once you use this feature, you cannot use it again until you complete a long rest.

Knight-mare Core[edit]

Trading in nimble and swift actions for long powerful blows, a knight-mare core uses raw strength along with metal armour to overwhelm opponents with speed and strength.

Combat Training

Starting at 3rd level, you gain proficiency with medium armor and melee martial weapons. In addition, you learn how to use medium armor effectively in combat.

Bulky Core

At 3rd level, you can create a core using a suit of medium armor. When you use your Sky Bound Attack feature while using a Bulky Core, the target is pushed 5 feet back, if it is Large sized or smaller.

In addition, your Bulky Core counts with a pair of heavy metal gloves and reinforced boots, that can be used to make unarmed strikes, causing 1d6 bludgeoning damage, rather than the normal damage for unarmed strikes, and have the light property.

Meteoric Leap

Starting at 9th level, when you hit a creature with your Sky Bound Attack while using the Bulky Core, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be pushed 10 feet back (in addition to the 5 feet standard) or knocked prone (choose one).

Concussive Strike

At 13th level, you can choose to forgo 3d6 of your additional Sky Bound Attack damage to force the target to make a Constitution saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failed save, the target is stunned until the end of your next turn.

Devastating Ricochet

When you reach 17th level, when you reduce a creature to 0 hit points using your Sky Bound Attack, you immediately fly up to 15 feet towards another creature and make another Sky Bound Attack, using your reaction.

Spring Core of Tricky[edit]

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.

Silent Core

Starting at 3rd level, your Enhanced Movement Frame is padded in order to suppress noise, and is lighter and more flexible than an usual frame. While wearing the frame, you gain the following benefits:

  • You are considered proficiency in Stealth. If you are already proficient, you add twice your proficiency bonus in Stealth checks.
  • Any contested Wisdom (Perception) check made against you that rely on hearing is made at disadvantage.
  • You can take the Hide action as a bonus action on your turn.
Box of Tricks.

Also at 3rd level you gain proficiency in forgery kit, thieve's tools. In addition, you learn how to craft and use special tools to help you in accomplish your espionage missions. During 1 hour over the course of a long rest, you gain a number of tool points equal to your level in this class + your Intelligence modifier + twice your proficiency bonus. You can spend these points on many implements, that indicate how many times you can use that tool. After the indicated number of uses, that tool is lost. You spend a use of the tool after using your action, movement or bonus action (as appropriated) to use it, unless the tool otherwise states.

You must have the materials to craft these tools. You need a source of fire, smith's tools and 1 gp in materials per point of equipment. You can also harvest for materials, by spending 1 hour and succeeding a DC 10 Wisdom (Survival) check. You can harvest 1 point of materials on a success, plus 1 for each point above 10 you got on a success.

Your tool save DC equals 8 + your proficiency bonus + your Intelligence modifier to resist the tools.

Hand Claws. The hand claws are simple weapons with the light property, that can't be disarmed and cause 1d6 slashing damage on a hit. Attacking with it doesn't spend a use. In addition, if you have two free hands, you can use your Dexterity modifier, instead of Strength, for climbing.
Foot Spikes. The foot spikes are simple weapons, that can't be disarmed and cause 1d8 piercing damage on a hit. Attacking with it doesn't spend a use. In addition, you have advantage on saving throws and ability checks against being knocked prone.
Water Walker. You can use your action to move up to your movement speed on water as if it were solid ground.
Caltrops. For each tool point spent, you have the equivalent to 1 bag of caltrops.
Spiked Ring. As a bonus action, you can make a Sleight of Hand check, contested by the targets Perception or Sleight of Hand (whichever is higher). On a success, you have advantage on your next attack made against that target until the end of your turn. You deal piercing damage, instead of bludgeoning. After using this tool, you can't use it against the target and any creature that have seen you using it for the next 24 hours.
Weighted Chain. The weighted chain is a simple weapon with the reach property, that can't be disarmed and cause 1d4 bludgeoning damage on a hit. Attacking with it doesn't spend a use. You have advantage on your Grappling contests with it. As an action, you can also throw the Weighted Chain against a medium or small target within 20 feet, forcing the target to make a Dexterity saving throw. On a failed save, the target is knocked prone.
Cestus. The cestus allow you to use your Dexterity modifier, rather than Strength, for your unarmed strikes, that cause 1d8 bludgeoning damage when using them. When you take the Attack action with your cestus, you can attack twice, instead of once, as part of the attack action. In addition, you can spend 1 additional use of your cestus as a bonus action to make an additional attack with it.
Smoke Bomb. As an action, you throw a bomb to distract creatures nearby. That target and all creatures within 5 feet of you must succeed on a saving throw, or is blinded until the start of its next turn and can't take reactions.
Grenade. As an action, you throw a explosive on a target within 20 feet of you. The target, and one additional creature within 5 feet of it must succeed on a Dexterity saving throw, or take 1d6 fire damage, plus 1 for each additional point you spend (up to your proficiency bonus).
Improvised Gear. You can craft any type of adventuring gear or artisan's tools by spending a number of special tool points equal to half its cost in gp. You have a number of uses of that gear equal to the number of points spent, and you are considered proficient with any tool you create. In addition, if the gear have a saving throw to avoid its effects, you can use your Tool save DC instead, if it is higher.
Concealed Frame

Starting at 9th level, your movement frame appears like a regular, albeit padded, piece of clothing. Only a Wisdom (Perception) or Intelligence (Investigation) check with a DC of 20 reveal the armor, and DC 25 reveal the frame.

In addition, you can conceal up to four tiny objects on your frame (such as daggers, keys, small vials or your tools) using an action for each. As a reaction, you can draw the object and use it (either to make a check, an attack or to drink it).

Escape Mastery

By 13th level, you master the tactics of escape. You can use your bonus action to create a Distraction, forcing all hostile creatures within 30 feet to make a Wisdom saving throw against your 8 + your proficiency bonus + your Intelligence modifier. On a failed save, you can take the Hide action even when in plain sight, as part of the same bonus action.

Umbra Springs

When you reach 17th level, your silent core has a container with a darken substance that creates a fog of darkness around you. You can release the substance using your bonus action. The substance behaves as a darkness spell, centered on you and not requiring concentration.

The darkness moves alongside with you or keeps stationed on the place it was released (you choose). In addition, you can see trough this darkness.

You can use this feature once, being unable to do it again until you complete a long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Spring Dancer class, you must meet these prerequisites: 13 Dexterity

Proficiencies. When you multi class into the Spring Dancer class, you gain the following proficiencies: Light armor, simple weapons.

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