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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
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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.
8Dance 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
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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.
eeDancing 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
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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
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eeWhips 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
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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.
ee1st 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