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Dancer Class

Dancer Class

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0% found this document useful (0 votes)
34 views5 pages

Dancer Class

Dancer Class

Uploaded by

fireflame 03
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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The Performer The Performer Level Proficiency Bonus Features Ast 2 2nd 42 3rd 2 ath 2 sth 8 6th 3 th 3 Uncanny Dodge sth 3 Ability Score Improvement oth 5 10th + Dancing College Feature ath: Evasion 12th Ability Score Improvement 13th Untouched by Lust Spellcasting, Dancing Dancing Colleges Ability Score Improvement Dancing Movement Dancing College Feature 14th Dancing College Feature 15th Fluidity of Body 16th c Ability Score Improvement 17th aS 18th “ Unhurt by Words 19th Ability Score Improvernent 20th Godlike Beauty Quick Build Bollea riskes earfrotnec 40k by folowing chase crete Cea poe vou ater aad ee Deka eceracacteeat sitertaney backeroed: Finely coreg fapler|2 daggers an emerbiner's pack and adancerS cosure Theny choose the entertainer background Class Feature ‘As a performer, you gain the following class features slit Points Hie Dice: 148 per dancer level Hit Points at 1st Level: § + your Constitution modifier Hit Points at Higher Levels: 148 (or 5)+ your Constitution modifier per performer level after 1st Proficiencies ‘Armor: Light armor Weapons: Simple Weapons, shortswords, rapers, scimitar, whips Tools: None Saving Throws: Dexterity, Charisma Spells Known 1st 2nd 3rd 4th Sth Unarmored Defense, Dancing Steps - - Skills: Choose 3 from Performance, Persuasion, Deception, Intimidation, Acrobatics, Sleight of Hand, or insight. ‘Equipment You start with the following equipment, in addition to the ‘equipment granted by your background! + (@)a rapier or (b)a scimitar or (c) any simple weapon, + (@)10 darts or (b)2 daggers + (aan entertainer’s pack or (b)a diplomat’s pack + (@)Adancer’s costume or (b) an arcane focus ‘Unarmored Defense While you are wearing no armor and nat wielding a shield, your AC equals 10+ your Dexterity modifier + your Charisma modifier. Dancing Steps Your acrobatic and seductive movement allows you to ‘move better than most. You can take a bonus action on ‘each of your turns in combat. This action can be used only. to take the Dash or Disengage action. 8 Dance Magic ‘At 2nd level, as a Dancer, when you cast a Dancer spell you ignore the verbal component of the spell, You must spend ‘ft of movernent when casting or maintaining any spell. This can be done by moving or dancing in place. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Dancer spell list Spell Slots Gietarcauee ene etiinsny reels tes you ere astiaes els et fe leva ane Nees Toesst one ot Feces iy ee ole cicero elo haghers Your regain all expended spel lots when you fish a long res, Spells ‘Known of ist Level and Jfigher Bien we selec rece cerence Pees ieee Koerner ae Baier ble show, Wen jou leah are bard spel of your choice. Each ofthese spells must be of evel for tihich you have spell slots, as shown on the table Additional when you gain a level inthis lass, you can peer a aceeee rat ogee Reet ce cones ie erie ust be of level for which you have splot Spellcasting Ability Charisma is your spelicastng ability for your Performer spells. Your magic comes fram the beauty and elegance of yourdancing and movements. You use your Charisma Whenever a spell refers to your speliastng ably In adaition you use your Charisma modifier when setting the Saving throw DC for a dancer spell you cast and when making an attackrll with one Spell Save DC= 8+ your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use a costume or a spellasting focus for your dancer spells What about Silence? Most spellcasters shudder at the thought of being. silenced as their spells require a verbal component nearly every time. As a Dancer you are able to for {0 the Verbal component, but that does not mean, you're free from having your spells blocked Instead, any effects which would drop your movement speed to Oft. will instead cause your spells ta be blocked. Dancing Also at 2nd level, the Dancer gains proficiency in the Performance skill. If you already have proficiency, you can double your proficiency bonus when making Performance checks, Dancing Colleges Beginning at 3rd level, you learn the graceful movernent: of a college of dancers of your choice. Your choice grants you feature at 3rd, 6th, 10th, and 17th levels. Ability Score Increase When you reach ath level, and again at 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 can't increase an ability Score above 20 using this feature. ‘Extra Attack Starting at Sth level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Dancing Movement Beginning at 7th level, your speed increases by 10 feet while you aren't wearing heavy armor. In addition, you are no longer hindered by any magical terrain, ‘Evasion Beginning at 11th 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 fall ‘Untouched by Lust Starting at 13th level, your mind is so accustomed to the ways of seduction that you are immune to being charmed unless you choose to nat be. Fluidity of Body Starting at 15th level, your movements cause your body to be hartler to hit when you are on the move. All ‘opportunity attacks made against you have disadvantage. ‘Unburt by Words By 18th level, due to all ofthe time of you dealing with seducing words and criticism, you have grown a defense to them, You are completely immune to psychic-ype damage, and your thoughts may only be detected or read ifyou choose to let them. Godlike Beauty ‘At 20th level, your body is now the embodiment of grace ‘and beauty. Your Charisma score increases by 4, to a ‘maximum of 24, Additionally, your body no longer appears to age, and you cannot be aged magically, however you ‘may stil die of old age. ee Dancing Colleges Blade Dancer Dancers of the college of blades pride themselves on their ‘combat capabilties being above most other dancers, ‘wiring and lunging with their bodies as well as thelr blades Bonus Proficiencies ‘At3rd level, wnen you choose this archetype, you gain proficiency in martial weapons Fighting Style Starting at 3rd level, you gain access to a specific syle of fighting co augment your skils. You cannot take a Fighting, Style more than ance, even ifyou can later choose again 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, Mariner (UA) {As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed ‘equal to your normal speed, and you gain a +1 bonus to AG. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability mocifer. Blade Juggling Starting a 6th level, as part ofthe attack action, you ean forgo one of the attacks to throw alight weapon into the air as part of the action. If the first attack hits, you may then make the second you had forgone using the thrown weapon as it lands in your hand, and ifit hits, counts instead as a critical hit. If the first attack misses, you you ‘cannot make the second attack. You may only do this if you have a free hand atthe time that the blade falls down into your hand. This can be done with any weapon without the two handed tag if you have the Dual Wielder feat. Ruler of the Blade At 10th level you have learned to apply your acrobatic ski eee ee ean errercese Beare nce ae eerie them. Then, asa behusacton, you make an Arabs check agaist te Cpatur's Ac and ona success, you jump off of them and and adstance away from the target teva the stance you moved toward the target in any surecion fou dioece: Tie treet takes 22 plus our eet eee datpsee ate ioe Dexter Saving tow. On afallurey the targets krocked prone. Ater performing this stunt, aattacks until the end Gt your next tum are made with acvantage, You can use this (emure a runibacotcriesqual2a your Devry ince er a ria et ates Ve drecaita pete eed eee eee {ALTO level you ray also exper your fall movement to make an adltionalatack when you take the attack action Weaver of Winds ‘Act level your motions become that ofa fierce and aggressive whirlwind. Asan action you can begin a dance of ferocity, moving faster than the roaring winds. You can move double your movement speed and strike a number oftargets up to 5 total as long as you can reach them with this speed, Make an attack ol as normal, and on a hit you deal 6d10 force damage. You cannot use this Feature again until you take along rest. Pit Master Dancers of the college of the emblem are those that typically have served in a mercenary band, a military group, or some other similar force, and use their dancing dances to support others on the battlefield ‘Watch Your Step Starting at rd evel, when you choose ths archetype, you zn the ability to perform the shove action as a bonus action, and may instead make a Dexterity (Acrobatics) Check nstead of astrenath (Athletics) check when doe Scvetcriay enty knee ear creen tere ee Whips count as light for you. You may also use whips to grapple a creature instead of damaging them using only ‘one hand, leaving a free hand. The grapple is auto-applied upon a hit, and the DC afterwards is 8 + Prof. Bonus + Dexterity. You cannot attack with this whip while grappling, a creature in this manner. ‘Keep your tyes on Me When you reach th level n this archetyoe, you earn to adapt your performing tricks in tricky tuations. As an action you may release blinding fireworks towards tenemies, Enemies must make a Constitution versus your spell sve DC orbe blinded until the start of your next ‘urn Taunt ‘At 10th level, when you land an attack on a creature, as ppart of the attack you may attempt to taunt the creature. The creature must make a Wisdom Save against your spell save DC, Ifit falls, it has disadvantage attacking any other creatures besides you. It can make another saving throw at the end of its turn. Once it succeeds, itis immune to this. feature for 24 hours. Your grapple with a whip now also adds the restrained condition ‘This Stage is Mine ‘At Lath level your performing kt is optimized for how far in the journeys you had never expected, but have adapted to. As an action you set out caltrops (should you have them) ina 10 foot radius around you. This area is considered dificult terrain for al other creatures, and all other creatures take 10 piercing damage for every 5'they move, Any creature within has disadvantage on attack rolls, as they fail to get their footing, and you have advantage against them. Ths effects permanent untilthe area is cleared away. Wiile within the area ofthis effect, you can make an ‘opportunity attack against any creature that enters your reach, You can do this once until yu must short or ong rest to 0 so again, ‘The Showman Escape by Tongue ‘Ashowman is talented with crowds, and knows how people act and respond, Showmen gain proficiency in insight, if they already have proficiency, their proficiency bonus is doubled, ‘A Showman can use its action to gain insight on its ‘opponent, using its charisma modifier in place ofits wisdom. It has advantage ifthe Showman has interacted with this creature before, If it beats the creature's passive Charisma (Deception), the Showman can glean some of its strengths and/or weaknesses. This is to OM discretion and ‘can even be scaled to how much higher the Showman rolls. above the creatures passive Charistna (Deception). In addition, you or a creature you communicate these weaknesses to has advantage on its next attack rol against the creature. This can be done an amount of times equal to the Showman's Charisma modifier. ‘Anspiring Performance starting a th level, your performance can inspire others. ‘As an action, you may inspire one creatures within 5 feet ‘of you, The creature may use their reaction to move up to their movement speed, and make an acton they-d normaly be able to make on ther turn. After using this feature, you must take a short or long rest before doing so again Grace of the Silent cairo 0 ee ve ee eninicoes Sores on Berea ieee rece Creatures within 30'that can see you are affected, Whenever an all makes an attack roll ora saving throw ase ote eat reel nay ol se tele Babes clerics oleae When ar ener eters tates far tie ft nek mist make a wisdom saving tow they fall whenever they take an attack lr saving throw within the dance's area before the dance ends, they mustrolla dé and subtract ane artoled tie) eereed oct saving Hee ee Rte eet ere While you perforin this dance, damage taken disrupts your movements. n order to maintain te dance you must Succeed a concentration check or the effect ends. The effects also ended i your movement Is reduced to 0: You risid Gea a one Gasser ners emice ters this feature you must ake short or long Test before doing su agai ‘Dance Beyond Death [At 14th level, your sheer willpower pushes you past your limits, and you may burn your energy away much faster 1e while conscious, and even as you are falling unconscious, you may immediately gain the benefits of a short or long rest. If itis a short rest, you must succeed on a DC 17 Constitution saving throw or suffer 1 level of exhaustion. If itis along rest, you ‘automatically suffer 2 levels of exhaustion, This feature cannot save you from instant death, nor does this long rest remove an exhaustion level. ee 1st Level Animal Friendship Charm Person Color Spray ‘Comprehend Languages Cure Wounds Disguise Self Expeditious Retreat Feather Fall Healing Word Illusory Script Jump Silent Image Tasha's Hideous Laughter Zephyr Strike 2nd Level Calm Emotions Crown of Madness Detect Thoughts Enlarge/Reduce Enthrall Levitate Magic Mouth Mirror Image Misty Step Nystul's Magic Aura Phantasmal Force Rope Trick Spider Climb Suggestion 3rd Level Clairvoyance Counterspell Dispel Magic Haste Hypnotic Pattern Magic Circle Major image Nondetection Tongues Wall of Sand Water Walk Wind Wall 4th Level Arcane Eye Confusion Conjure Minor Elementals, Dimension Door Elemental Bane Freedom of Movement Polymorph 5th Level ‘Animate Objects Legend Lore Mass Cure Wounds Modify Memory Planar Binding Serying Steel Wind Strike Teleportation Circle

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