Trefferpunkte
Übungen
Dancer
| Stufe | Übungsbonus | Eigenschaften | Special Dance |
|---|---|---|---|
| 1 | + 2 | Unarmored Defense Dancing Style Flowing Motion | 0 |
| 2 | + 2 | Unarmored Defense Dancing Style Flowing Motion | 1d4 |
| 3 | + 2 | Unarmored Defense Dancing Style Flowing Motion | 1d4 |
| 4 | + 2 | Unarmored Defense Dancing Style Flowing Motion | 1d4 |
| 5 | + 3 | Unarmored Defense Dancing Style Flowing Motion | 2d4 |
| 6 | + 3 | Unarmored Defense Dancing Style Flowing Motion | 2d4 |
| 7 | + 3 | Unarmored Defense Dancing Style Flowing Motion | 2d4 |
| 8 | + 3 | Unarmored Defense Dancing Style Flowing Motion | 3d4 |
| 9 | + 4 | Unarmored Defense Dancing Style Flowing Motion | 3d4 |
| 10 | + 4 | Unarmored Defense Dancing Style Flowing Motion | 3d4 |
| 11 | + 4 | Unarmored Defense Dancing Style Flowing Motion | 4d4 |
| 12 | + 4 | Unarmored Defense Dancing Style Flowing Motion | 4d4 |
| 13 | + 5 | Unarmored Defense Dancing Style Flowing Motion | 4d4 |
| 14 | + 5 | Unarmored Defense Dancing Style Flowing Motion | 5d4 |
| 15 | + 5 | Unarmored Defense Dancing Style Flowing Motion | 5d4 |
| 16 | + 5 | Unarmored Defense Dancing Style Flowing Motion | 5d4 |
| 17 | + 6 | Unarmored Defense Dancing Style Flowing Motion | 6d4 |
| 18 | + 6 | Unarmored Defense Dancing Style Flowing Motion | 6d4 |
| 19 | + 6 | Unarmored Defense Dancing Style Flowing Motion | 6d4 |
| 20 | + 6 | Unarmored Defense Dancing Style Flowing Motion | 6d4 |
Klasseneigenschaften
Stufe 1
Stufe 10
Stufe 11
Stufe 12
Stufe 13
Stufe 14
Stufe 15
Stufe 16
Stufe 17
Stufe 18
Stufe 19
Stufe 2
Stufe 20
Stufe 3
Stufe 4
Stufe 5
Stufe 6
Stufe 7
Stufe 8
Stufe 9
Startausrüstung
Klasseneigenschaften
Unarmored Defense (Level 1)
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can't use a shield with this feature.
Dancing Style (Level 1)
At 1st level, you dedicate yourself to a Dancing Style. Your choice grants you features at 1st level and again at 5th, 11th, and 14th level.
Flowing Motion (Level 1)
Starting at 1st level, your graceful movements empower your defense and support your agility. Whenever you move at least 10 feet during your turn, you gain one of the following benefits of your choice until the start of your next turn:
You gain a +1 bonus to your Armor Class.
You can move through non-hostile creatures spaces without expending extra movement.
Your movement does not provoke opportunity attacks.
Special Dance (Level 2)
Starting at 2nd level you can use an action to grant any creature you choose within a 10 feet an amount of temporary hit points determined by your class table.
Dancer's Agility (Level 2)
Starting at 2nd level Whenever you take the Dash or Disengage action or use the special dance feature, you can choose one of the following effects:
Trail of Elegance: Until the start of your next turn, the first creature that hits you with an attack has disadvantage on the attack roll, provided you moved at least 10 feet during the turn.
Coordinated Surge: A friendly creature within 30 feet of you can use its reaction to move up to half its speed without provoking opportunity attacks.
Choreographic Slash: If you moved at least 10 feet during the turn, you can make a weapon attack as a bonus action.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and regain all expended uses after completing a long rest.
Improved Movement (Level 3)
Starting at 3rd level your walking speed increases by 10 feet and your climbing speed is equal to your walking speed, aDanDanceritionally at 6th level you become immune to difficult terrain, at 11th level your walking speed bonus becomes 20 feet instead of 10.
Ability Score Improvement (Level 4)
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 two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
Spotlight (Level 5)
Starting at 5th level, once per turn, when a creature benefits from your Special Dance, you can use your reaction to allow that creature to move 5 feet without provoking opportunity attacks.
Dancing Style feature (Level 5)
you dedicate yourself to a dancing style. Your choice grants you features at 1st level and again at 5th, 11th, and 14th level.
Follow My Lead (Level 5)
Starting at 5th level, whenever you or a friendly creature within 30 feet of you must make a saving throw againts being charmed or frightened the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
Passion For The Stage (Level 6)
Starting at 6th level you have advantage on saving throws against being charmed or Frightened.
Elusive Dance (Level 7)
Starting at 7th level whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
Ability Score Improvement (Level 8)
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 two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
Evasion (Level 9)
Beginning at 9th 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.
Reliable Performance (Level 10)
Starting at 10th level Whenever you make an ability check that lets you aDanDancer your Charisma bonus, you can treat a d20 roll of 9 or lower as a 10.
Inspiring Motion (Level 10)
When you use your Special Dance feature, you can choose one affected allied creature. That creature can immediately use its reaction to do one of the following:
Move up to 10 feet
Make one weapon attack.
use a bonus action
Dancing Style feature (Level 11)
you dedicate yourself to a dancing style. Your choice grants you features at 1st level and again at 5th, 11th, and 14th level.
Overflowing Vitality (Level 11)
Starting at 11th level, when you use the special dance feature and if the creatures dont take the temporary hit points granted by it they gain that hp as healing but the healing doesn't consider the charisma modifier
Ability Score Improvement (Level 12)
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 two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
Sudden Dance (Level 13)
Starting at 13th level you can aDanDancer your Charisma modifier to your initiative and the one of your allies, you can use this privilege again after completing a long rest.
Dancing Style feature (Level 14)
you dedicate yourself to a dancing style. Your choice grants you features at 1st level and again at 5th, 11th, and 14th level.
Unrestrainable (Level 15)
Starting at 15th level you have advantage on saving throws made against the Grappled and Restrained conditions.
Invigorating Dance (Level 15)
Starting at 15th level when you use Special dance you can choose one creature, you can give that creature an aDanDanceritional action on its next turn.
Ability Score Improvement (Level 16)
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 two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
Perfect Motion (Level 16)
Your body becomes a flawless instrument of rhythm and grace. Starting at 16th level you gain proficiency in one saving throw of your choice that you don't already have. In addition, whenever you succeed on a Dexterity saving throw, you may use your reaction to move up to 10 feet without provoking opportunity attacks.
Synchronized Steps (Level 17)
Starting at 17th level, your movements inspire those around you to act in perfect unison. Whenever you move on your turn, you can choose a number of allies equal to your charisma modifier within 30 feet of you that can see or hear you. Each of the chosen allies can use their reaction to immediately do one of the following:
Move up to half their speed without provoking opportunity attacks.
Make one weapon attack
take the dodge action.
Cast a cantrip with a casting time of 1 action
You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest. You can trigger this effect once per turn. If both chosen allies take the same type of action using this feature, they have advantage on that action.
Flattering Audience (Level 18)
Starting at 18th level when you roll a 1 when you use your special dance privilege, you can reroll the die and must use the new roll, even if the new roll is a 1.
Ability Score Improvement (Level 19)
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 two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
Dance Mastery (Level 20)
Starting at 20th level your Charisma and Dexterity scores increase by 4. Your maximum for those scores is now 24.
Multiklassen
Multiklassen-Voraussetzungen
- CHA: 13 oder DEX: 13
Erworbene Übungen
Unterklassen
Unterklassen-Eigenschaften
Alluring Style
Dance Mastery (Level 1)
1st-level Alluring Style feature
Starting at 1st level, when you move at least 10 feet during your turn, creatures of your choice within 5 feet of you have disadvantage on the next attack roll they make before the end of their next turn.
You also choose two of the following: Performance, Deception, Insight, or Disguise Kit. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Charming Step (Level 5)
5th-level Alluring Style feature
starting at 5th level once per turn when you enter melee range of an enemy you can make him do a charisma saving throw against your step DC, if they fail the saving throw they are charmed by you until you or your companions do anything harmful to it or a minute passes. If a creature succeded the saving throws they are immune to this feature for 1 hour
Step
Charismatic Presence (Level 11)
11th-level Alluring Style feature
Starting at 11th level, when you reduce a creature's speed to 0 (by any means), or when a creature is charmed by one of your abilities, you can choose one of the following effects:
That creature cannot take reactions until the start of its next turn.
You can use your reaction to immediately move up to half your speed without provoking opportunity attacks.
The creature grants advantage on the next saving throw or attack roll made against it before the end of your next turn.
You can use this feature a number of times equal to your Charisma modifier (minimum of once) per long rest.
The Greatest Distraction (Level 14)
14th-level Alluring Style feature
Starting at 14th level, when you use your Special Dance, choose one creature that can see you within 30 feet. That creature must succeed on a Charisma saving throw or be affected by your overwhelming allure for 1 minute. While affected:
The creature speed is halved
It grants advantage on all attacks made against it
It cannot target you with harmful abilities, spells, or attacks
The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once a creature succeeds, it is immune to this feature for 24 hours. You may use this feature once per long rest.
Arcane Style
Ritual Dance (Level 1)
You augment your Dancing prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list.
Cantrips
You learn two cantrips of your choice from the bard spell list. You learn an aDanDanceritional bard cantrip of your choice at 5th and 10th level.
Spell Slots
The Arcane Style Spellcasting table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know two 1st-level bard spells of your choice.
The Spells Known column of the Arcane Style Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your bard spells. You use your Charisma whenever a spell refers to your spellcasting ability. In aDanDancerition, you use your Charisma modifier when setting the saving throw DC for a Bard spell you cast and when making an attack roll with one.
Spell
Spell
Inspiring Exhibition (Level 5)
5th-level Arcane Style feature
When a caster is affected by special dance you can also grant him a bonus equal to your charisma modifier on his Spell Save DC until the end of his next turn.
Dancer's Impact (Level 11)
11th-level Arcane Style feature
Starting at 11th level, when you use your Special Dance feature, you can unleash a powerful shockwave of energy that ripples outward from your performance. Each hostile creature within 10 feet of you must make a Strength saving throw against your Spell Save DC. On a failed save a creature takes damage equal to your Special Dance dice in thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half damage and isn't pushed.
At 17th level, the push distance increases to 15 feet.
Encore (Level 14)
14th-level Arcane Style feature
when you see a creature cast a spell with a spell slot you have, you can use your reaction to memorize the spell, you can then use your action to cast the memorized spell without expending a spell slot, you can use this feature again after completing a long rest.
Martial Style
Bonus Proficiencies (Level 1)
1st-level Martial Style feature
you gain proficiency with Glaive, Halberd, Lance and Pike.
Martial Step (Level 1)
1st-level Martial Style feature
whenever you finish a long rest, you can choose one weapon that you are proficient with. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest or choose a different weapon.
Martial Exhibition (Level 5)
5th-level Martial Style feature
when a creature is affected by special dance you can also grant it a bonus equal to your charisma modifier on its next Melee weapon attack until the end of its next turn.
Surprising Attack (Level 11)
11th-level Martial Style feature
Starting at 11th level, when you use your Special Dance feature, you can use your action to make a melee weapon attack against each hostile creature within the range of your weapon. You make one attack roll for each creature. On a hit, the creature's movement speed is reduced by 10 feet.
At 17th level the movement speed of the creature is reduced by 15 feet.
Nimble Dancer (Level 14)
14th-level Martial Style feature
Starting at 14th level when you take the dodge action you can add your proficiency bonus to your armor class.
Rhythmic Style
Guarding Rhythm (Level 1)
1th-level Arcane Style feature
As long as you end your movement within 5 feet of an ally, you may form a subtle bond. Until the start of your next turn:
the first time that ally takes damage, they may reduce the damage by an amount equal to your Dancer level.
And they can add 1d4 to the next saving throw they make.
You can use this feature a number of times equal to your Charisma modifier per long rest.
Beat of Protection (Level 5)
5th-level Arcane Style feature
Starting at 5th level While affected by your Special Dance, a creature can use its reaction when hit by an attack to roll a d4 and subtract the result from the damage taken.
The creature may do this once per turn while the temporary hit points from your dance remains.
Echoing Rythm (Level 11)
11th-level Arcane Style feature
Starting at 11th level When you use your Special Dance, its effects echo with rhythmic energy. At the start of your next turn, you may choose one additional creature within 10 feet of you. That creature gains the same benefit from your Special Dance as if it had been affected when you first activated it.
This echo effect does not require an action.
Trance Of The ancients (Level 14)
14th-level Arcane Style feature
Once per long rest, you can enter a ritual trance as a bonus action, which lasts for 1 minute. While in this trance:
You have resistance to all damage.
The radius of your Special Dance increases to 30 feet
You gain advantage on all Charisma checks.
The trance ends early if you become incapacitated or if you choose to end it (no action required).
Theatrical Style
Exceptional Interpretation (Level 1)
1st-level Theatrical Style feature
When you see a creature make an ability check you can use your reaction to memorize the roll, when you make the same ability check you can use the same result if the roll is made within an hour. You can only have one roll memorized this way.
Fearfull Step (Level 5)
5th-level Theatrical Style feature
starting at 5th level once per turn when you enter melee range of an enemy you can make him do a charisma saving throw against your step DC, if they fail the saving throw they are Frightened by you for a minute, If a creature succeded the saving throws they are immune to this feature for 1 hour
Step
Amazing Troupe (Level 11)
11th-level Theatrical Style feature
Starting at 11th When you use your Special Dance, you can create a duplicate illusory version of yourself within 10 feet. This illusion lasts until the start of your next turn. The first time a creature targets you with an attack during that time, you can choose to make it target the illusion instead. The illusion is destroyed after being targeted.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Character or Reality? (Level 14)
14th-level Theatrical Style feature
your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check. ADanDanceritionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.