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Belly Dancer

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0% found this document useful (0 votes)
63 views7 pages

Belly Dancer

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Belly Dancer

Belly Dancer [11] Professional Assassin


CLASS & LEVEL BACKGROUND PLAYER NAME

Human Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
17 +4 50 I have killed so many that I
-1 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
have lost count.

9 PERSONALITY TRAITS

Hit Point Maximum 69


-1 Strength
DEXTERITY
● +7 Dexterity Aspiration: I work hard to be
the best there is at my craft
+3 +1 Constitution
+1 Intelligence CURRENT HIT POINTS IDEALS

16 +2 Wisdom
● +8 Charisma I owe my guild a great debt for
forging me into the person I am today.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+1 Total 11
● +7 Acrobatics (Dex) SUCCESSES Once someone questions my courage, I
13 never back down no matter how
+2 Animal Handling (Wis)
+1 Arcana (Int)
D8 FAILURES
dangerous the situation.
HIT DICE DEATH SAVES FLAWS
INTELLIGENCE -1 Athletics (Str)

+1 ● +8 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Guild Membership
Silver Needle +7 1d8+3 Piercing
13 +2 Insight (Wis) Feat - Mage Slayer
+4 Intimidation (Cha) +1 Steel Fan +8 1d8+4 Slashing Unarmoured Defence
WISDOM +1 Investigation (Int) Warrior Dance [Needle, Steel Fan]
+2 Medicine (Wis)
Unarmed Attack +7 1d8+3 Bludgeoning Heka
+2 +1 Nature (Int) Bone/Silver Needle - Thrown (20/60)
Unarmoured Movement
Slow Fall
+2 Perception (Wis) Steel Fan - Light, Thrown (20/60)
14 Dance of the Four Elements
● +12 Performance (Cha) Belly Dancer Inspiration
CHARISMA
● +8 Persuasion (Cha) Fighting Style
+1 Religion (Int) Expertise
+4 ● +11 Sleight of Hand (Dex) Blade Flourish
Sneak Attack
● +7 Stealth (Dex)
18 Assassinate
+2 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

PASSIVE WISDOM (PERCEPTION)


Belly Dancer Outfit (Hidden
CP
Pouch)
Common Clothes (Hidden Pouch)
SP Traveler's Clothes (Hidden Pouch)
Light Armour Fine Clothes (Hidden Pouch)
Weapons - Simple, Martial Dark Robe (Hidden Pouch)
EP Musical Instrument
Poisoner's Kit Paper
Ink Pen
GP 22675 Ink - Red, Black, Invisible

PP

Languages - Common, Thieves' All Abilities are explained on a


Cant, One More separate sheet.
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Dancer in Shadows
You are, or were, a professional
assassin or hit-man. Your job, A Belly Dancer can be many things. Someone who has worked in a
possibly even your purpose in life,
was to kill people without getting
palace as an entertainer. Someone who dances in a small, smelly inn to
caught. By luck or talent, you must get the money to eat. Or someone who was kept by a rich noble as a
have been fairly successful- a plaything. No matter what your background is, now you have been thrust
famous assassin is a dead assassin into the role of an adventurer, be it by choice or by fate. You have to
after all. Were you born into the embrace your past and use it to aid your party any way you can.
profession, or were you otherwise
forced into it, or did you While a Belly Dancer brings up images of sex and skimpy outfits, this
intentionally take up the dagger? class does not have to be that way. This class is about sneaking around,
Were you a solo act, or did you spying, and using one's body to kick ass. You can take it as a spiritual
work for an agency/guild, organized thing using dancing to center oneself, or just as a pastime.
crime group, or private individual?
Did you work for money, personal
beliefs, to avoid some threat from
ADDITIONAL FEATURES & TRAITS
your employer or your own
freedom? Were you brainwashed or
tortured to do this type of work? Did Magic Items -
you receive professional training as - Deck of Illusions
an assassin, or did you learn it by - +1 Steel Fan
yourself? Did you hang up the hat, - Bone Needle of Venom
or are you still available for hire? - Cloak of many Fashions
Did you enjoy your work? How do - 3 x Potion of Healing
you feel about your marks? What do - Moon-Touched Silver Needle
you think of other assassins? Were - Bag of Holding
there any really important people - Immovable Rod
you were tasked to kill or were there - Potion of Greater Healing
any missions that were especially - Potion of poison
difficult or memorable? - Periapt of Health
CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Abilities, Features and Traits
Guild Membership - Like an artisan, you belong to a guild but instead of merchants you consort with killers. You live a comfortable lifestyle without charge, and your guild will
grant you protection from any crimes you are charged with, up to a finable value equal to 110 gp. To remain part of the guild you must pay them 10 gp every month. In addition,
your guild provides for the cost of the maintenance of your weapons and your living costs (food and shelter) while away from the guild. If you are ever convicted of a charge for
assassination, roll a d4. On a 1, your guild will sever all ties with you. On a 2-4, your guild will provide you with a cover story (choose from the other backgrounds) as an
assassin works best when not known as an assassin. If all of your connections with the guild are severed, you may rejoin at the cost of 220 gp.

Unarmored Defense - While wearing no armor and not wielding a shield, your AC equals 17 [10+Cha modifier+Dex modifier].

Warrior Dance - You can use your fast and aggressive movements in combat, attacking with your body and with belly dancer weapons. [Needle, Steel Fan]
You gain the following benefits when unarmed or wielding only belly dancer weapons and not wearing armor or wielding a shield:
-- Unarmed strikes and belly dancer weapons count as finesse weapons (if they weren't already), allowing you to use either Dexterity or Strength for attack and damage rolls
with those weapons.
-- You can use a d8 in place of the normal weapon damage dice with unarmed strikes or Belly Dancer weapons.
-- When you use the Attack action with an unarmed strike or a Belly Dancer weapon on your turn, you may make one unarmed strike as a bonus action.

Heka - Your training allows you to channel the mystic energy of heka. You have [11] heka points. When you spend a heka point, it is unavailable until you finish a short or long
rest, at which point you draw all of your expended heka back into yourself. You must spend at least 30 minutes of the rest meditating in order to regain heka. Some heka powers
require your target to make a saving throw to resist the effects. The saving throw DC is 18 [8+proficiency bonus+Cha modifier].
You start with the knowledge of these three heka powers:
-- Flurry of Blows - Immediately after taking the Attack action on your turn, you may spend 1 heka point to make two unarmed strikes as a bonus action
-- Patient Defense - You can spend 1 heka point to take the Dodge action as a bonus action on your turn.
-- Step of the Wind - You can spend 1 heka point to take the Disengage or Dash action as a bonus action on your turn. When you do so, your jump distance is doubled for the
turn

Unarmored Movement - Your speed increases by twenty feet when you are not wearing armor or using a shield. You also have the ability to move along vertical surfaces and
across liquids on your turn without falling during the move. You must end the movement on a solid, upright surface or risk falling or sinking.

Slow Fall - You may use your reaction to reduce any falling damage taken by an amount equal to 5 times your Belly Dancer level.

Belly Dancer Inspiration - At 5th level, You can inspire others with stirring words or music. You may use a bonus action to grant a Belly Dancer Inspiration die to one creature
within 60 feet. This die is a d8; at 10th level it is a d10; and at 15th level it is a d12. This die lasts for 10 minutes or until expended.
A creature with a Belly Dancer Inspiration die can expend it to roll the die and add the result to any one ability check, attack roll, or saving throw it makes. The creature may
use this before or after the d20 is rolled, but only before the DM announces whether the roll was a success or failure. A creature may only have one Belly Dancer Inspiration die
at a time.This ability may be used a number of times equal to your Charisma mod (min. 1). You regain expended uses when you finish a long rest.

Expertise - Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either skill. At 10th level, you gain this benefit
with two additional skill proficiencies. [Performance, Sleight of Hand]

Fighting Style - Your training emphasizes mastery with weapons, granting you access to the two-weapon fighting option for the Fighting Style class feature.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Blade Flourish - You learn to conduct impressive displays of skill with your weapons. When you use the Attack action on your turn and attack with a dagger, longsword, rapier,
scimitar, shortsword, or any Belly Dancer Weapon, you can attempt one of the following flourishes.
-- Defensive Flourish - You spin your weapon around you in swift circles, creating a hypnotic display. As a bonus action, you expend one use of Belly Dancer Inspiration,
rolling a Belly Dancer Inspiration die and applying the number rolled as a bonus to your AC until the start of your next turn.
-- Trick Shooter’s Flourish - This favorite trick of knife throwers allows you to expend one use of Belly Dancer Inspiration as a bonus action. Roll a Belly Dancer Inspiration
die and apply the number rolled as a bonus to the next ranged attack roll you make with a dagger this turn. If the target of the attack is an unattended, inanimate object, the bonus
equals double the die roll.
-- Unnerving Flourish - Your deadly display of combat prowess unnerves your opponents, leaving them cowering in fear and at your mercy. Whenever you reduce a creature to
0 hit points with a melee attack, you can use a bonus action to expend one use of Belly Dancer Inspiration, and instead leave the creature at 1 hit point.The creature is frightened
of you for a number of minutes equal to your Charisma modifier. It must also make a Charisma saving throw with a DC equal to your spellcasting DC + a bonus equal to the roll
of your Belly Dancer Inspiration die. If the creature fails this saving throw, it answers truthfully any questions you ask it and obeys your direct orders while it is frightened by
this effect.

Sneak Attack - You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra damage to one creature you hit with an Attack if you have
advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it,
that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the
Sneak Attack column of the Belly Dancer table. [5d6]

Assassinate - During your first turn, you have advantage on Attack rolls against any creature that hasn't taken a turn. Any hit you score against a surprised creature is a critical
hit.

Extra Attack - You can attack twice whenever you take the Attack action on your turn.

Dance of the Four Elements - With this archetype you mimic the element with your movements and dance. This allows you to tap into a source of magic to us to control the
elements. You learn how to manipulate the four elements in subtle ways, learning the the following cantrips: Mold Earth, Gust, Control Flames, and Shape Water.

Disciple of the Elements - You learn magical disciplines that harness the power of the four elements. Some disciplines require you to spend heka points when you use it. You
know six elemental disciplines - Fang of the Frost Wolf, Sweeping Cinder Strike, Gong of the Summit, Swarming Ice Rabbit, Flames of the Phoenix, Falling Comet
-- Casting Elemental Spells. Some elemental disciplines allow you to cast spells. To cast one of these spells, you use its casting time and other rules, but you don’t need to
provide material components for it.

- Fang of the Frost Wolf - You can spend 1 heka point to cast Ice Knife.
- Sweeping Cinder Strike - You spend 1 heka point to cast Burning Hands.
- Gong of the Summit - You can spend 2 heka points to cast Shatter.
- Swarming Ice Rabbit - You can spend 2 heka points to cast Snilloc’s Snowball Swarm.
- Flames of the Phoenix - You spend 3 heka points to cast Fireball.
- Falling Comet - You can spend 3 heka points to cast Sleet Storm.

Adept of the Elements - You can spend additional heka points to increase the level of an elemental discipline spell that you cast. The spell’s level increases by 1 for each
additional heka point you spend. The maximum number of heka points you can spend to cast a spell in this way (including its base heka point cost and any additional heka
points you spend to increase its level) is 4.
Belly Dancer Cha 18 +8
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Mold Earth Sleet Storm
Gust Fireball
Control Flames
Shape Water

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

Ice Knife
Burning Hands
4
SPELLS KNOWN

2
Snilloc’s Snowball Swarm
Shatter

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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