Trefferpunkte
Übungen
Dancer
| Stufe | Übungsbonus | Eigenschaften | Flourish Damage |
|---|---|---|---|
| 1 | + 2 | Dazzling Dance Flourish Unarmored Defense | 1d6 |
| 2 | + 2 | Dazzling Dance Flourish Unarmored Defense | 1d6 |
| 3 | + 2 | Dazzling Dance Flourish Unarmored Defense | 2d6 |
| 4 | + 2 | Dazzling Dance Flourish Unarmored Defense | 2d6 |
| 5 | + 3 | Dazzling Dance Flourish Unarmored Defense | 3d6 |
| 6 | + 3 | Dazzling Dance Flourish Unarmored Defense | 3d6 |
| 7 | + 3 | Dazzling Dance Flourish Unarmored Defense | 4d6 |
| 8 | + 3 | Dazzling Dance Flourish Unarmored Defense | 4d6 |
| 9 | + 4 | Dazzling Dance Flourish Unarmored Defense | 5d6 |
| 10 | + 4 | Dazzling Dance Flourish Unarmored Defense | 5d6 |
| 11 | + 4 | Dazzling Dance Flourish Unarmored Defense | 6d6 |
| 12 | + 4 | Dazzling Dance Flourish Unarmored Defense | 6d6 |
| 13 | + 5 | Dazzling Dance Flourish Unarmored Defense | 7d6 |
| 14 | + 5 | Dazzling Dance Flourish Unarmored Defense | 7d6 |
| 15 | + 5 | Dazzling Dance Flourish Unarmored Defense | 8d6 |
| 16 | + 5 | Dazzling Dance Flourish Unarmored Defense | 8d6 |
| 17 | + 6 | Dazzling Dance Flourish Unarmored Defense | 9d6 |
| 18 | + 6 | Dazzling Dance Flourish Unarmored Defense | 9d6 |
| 19 | + 6 | Dazzling Dance Flourish Unarmored Defense | 10d6 |
| 20 | + 6 | Dazzling Dance Flourish Unarmored Defense | 10d6 |
Spell Slots per Spell Level
| Stufe | Übungsbonus | Eigenschaften | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1 | + 2 | Dazzling Dance Flourish Unarmored Defense | 0 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Dazzling Dance Flourish Unarmored Defense | 2 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Dazzling Dance Flourish Unarmored Defense | 3 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Dazzling Dance Flourish Unarmored Defense | 3 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Dazzling Dance Flourish Unarmored Defense | 4 | 2 | 0 | 0 | 0 |
| 6 | + 3 | Dazzling Dance Flourish Unarmored Defense | 4 | 2 | 0 | 0 | 0 |
| 7 | + 3 | Dazzling Dance Flourish Unarmored Defense | 4 | 3 | 0 | 0 | 0 |
| 8 | + 3 | Dazzling Dance Flourish Unarmored Defense | 4 | 3 | 0 | 0 | 0 |
| 9 | + 4 | Dazzling Dance Flourish Unarmored Defense | 4 | 3 | 2 | 0 | 0 |
| 10 | + 4 | Dazzling Dance Flourish Unarmored Defense | 4 | 3 | 2 | 0 | 0 |
| 11 | + 4 | Dazzling Dance Flourish Unarmored Defense | 4 | 3 | 3 | 0 | 0 |
| 12 | + 4 | Dazzling Dance Flourish Unarmored Defense | 4 | 3 | 3 | 0 | 0 |
| 13 | + 5 | Dazzling Dance Flourish Unarmored Defense | 4 | 3 | 3 | 1 | 0 |
| 14 | + 5 | Dazzling Dance Flourish Unarmored Defense | 4 | 3 | 3 | 1 | 0 |
| 15 | + 5 | Dazzling Dance Flourish Unarmored Defense | 4 | 3 | 3 | 2 | 0 |
| 16 | + 5 | Dazzling Dance Flourish Unarmored Defense | 4 | 3 | 3 | 2 | 0 |
| 17 | + 6 | Dazzling Dance Flourish Unarmored Defense | 4 | 3 | 3 | 3 | 1 |
| 18 | + 6 | Dazzling Dance Flourish Unarmored Defense | 4 | 3 | 3 | 3 | 1 |
| 19 | + 6 | Dazzling Dance Flourish Unarmored Defense | 4 | 3 | 3 | 3 | 2 |
| 20 | + 6 | Dazzling Dance Flourish Unarmored Defense | 4 | 3 | 3 | 3 | 2 |
Klassenzauber
Klasseneigenschaften
Stufe 1
Stufe 10
Stufe 11
Stufe 12
Stufe 13
Stufe 14
Stufe 15
Stufe 16
Stufe 18
Stufe 19
Stufe 2
Stufe 20
Stufe 3
Stufe 4
Stufe 5
Stufe 6
Stufe 7
Stufe 8
Zauberwirker-Fortschritt
Startausrüstung
Klasseneigenschaften
Dazzling Dance (Level 1)
At 1st level, as you fight you build towards empowering your movements further. When you use the Attack action against a hostile creature, you gain a charge of Dazzling Dance. You may hold a number of Dazling Dance charges equal to your Charisma modififer. Your charges dissipate one minute after combat ends.
Additionally, you may spend 1 Dazzling Dance charge to take the Dash or Disengage action as a bonus action.
Flourish (Level 1)
Also beginning at the 1st level, once per turn, you can deal an extra 1d6 damage ot one creature you hit with a ranged weapon attack if you have advantage on the attack roll. The attack must use a finesse 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 Flourish Damage column of the Dancer table.
Unarmored Defense (Level 1)
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.
Spellcasting (Level 2)
By 2nd level, you have learned to draw on in latent magical energies around you into your bangles and use it to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and end of this document for the Dancer spell list.
Preparing and Casting Spells
The Dancer table shows how many spell slots you have to cast your Dancer spells. to cast one of your dancer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of Dancer spells that are available for you to cast, choosing from the Dancer spell list. When you do so, choose a number of Dancer spells equal to your Charisma modifier + half your Dancer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level Dancer, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of Dancer spells requires time spent in prayer and meditation: At least 1 minute per spell level for each spell on your list.
Dance Magic
As a Dancer, when you cast a Dancer spell you do not have to fulfill the verbal component of the spell. You must spend 10ft. of movement alongside your spell slot to cast a spell or to maintain a spell.
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 go 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 0ft. will instead cause your spells to be blocked.
Spellcasting Ability
Charisma is your spellcasting ability for your Dancer spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Dancer spell you cast and when making an attack roll with one.
Spell
Spell
Spellcasting Focus
You can use bangles, anklets or other jewelry inlaid with gem stones (see the Adventuring Gear section) as a spellcasting focus for your Dancer Spells.
Whirling Steel (Level 2)
Also at 2nd level, you can spend 1 hour attuning your recently discovered magics with up to two finesse throwing weapons. When you throw a weapon you are attuned with, it returns to your hand after the attack is resolved.
Dancer Archetype (Level 3)
At 3rd level, you choose a style which dictates your growth as a dancer. The Paragon focuses on mastering and pushing the limits of dance as an art. The Exotic Wonder mixes bladework into their dance moves, mixing martial prowess with grace. The Peace Bringer seeks to bring succor and support to their allies in the heat of battle.
Ability Score Improvement (Level 4)
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Uncanny Dodge (Level 5)
Starting at the 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Dancer Archetype Feature (Level 6)
You gain a feature granted by your Dancer Archetype.
Evasion (Level 7)
Beginning at the 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.
Ability Score Improvement (Level 8)
When you reach 8th 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.
If your DM allows the use of feats, you may instead take a feat.
Motivating Mambo (Level 10)
Beginning at the 10th level, you've learned how to empower your allies in the heat of battle via your dances. When you use the Help action you can expend one Dazzling Dance charge to add your Charisma modifier to their roll.
Additionally, you may spend 1 Dazzling Dance charge to use the Help action as a bonus action.
Dancer Archetype Feature (Level 11)
You gain a feature granted by your Dancer Archetype.
Ability Score Improvement (Level 12)
When you reach 12th 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.
If your DM allows the use of feats, you may instead take a feat.
Bewildering Grace (Level 13)
Beginning at the 13th level, as an action you perform a mysterious dance whose effects you cannot predict. Roll a d20 die and resolve the effect. Spells cast with Bewildering Grace do not consume spell slots. Non-spell effects from Bewildering Grace last one hour. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
| Die Result | Effect |
|---|---|
1 | You cast the banishment spell on yourself. You cannot end the spell early, but return to where you were at the end of the spell duration. |
2 | You become petrified for one round of combat. |
3 | Lights and small magical explosions surround you in a magical effect. Nothing happens. |
4 | All creatures within a 20ft. radius centered on you make a Dexterity saving throw against your spell save DC or are knocked prone. You are excluded from this effect. |
5 | All creatures within a 20ft. radius centered on you make a Wisdom saving throw against your spell save DC or become blinded. The creature may repeat the save at the end of each of their turns. You are excluded from this effect. |
6 | All creatures within a 20ft. radius centered on you make a Constitution saving throw against your spell save DC or become poisoned. The creature may repeat the save at the end of each of their turns. You are excluded from this effect. |
7 | You cast the faerie fire spell centered on you. You are excluded from this effect. |
8 | You cast the cause fear spell on an ally within range. |
9 | You cast the invisiblity spell. |
10 | You cast the hold person spell. |
11 | You cast the magic weapon spell |
12 | You cast the mass healing word spell. |
13 | You select a creature within 30ft. That creatrue must make a Constitution saving throw against your spell save DC. On a failure they gain a level of exhaustion. |
14 | You now have the maximum number of Dazzling Dance charges possible. |
15 | You cast the insect plague spell. |
16 | You cast the mass cure wounds spell. |
17 | You cast the Otto's irresistable dance spell. |
18 | You cast the heal spell. |
19 | You cast the Mordenkainen's sword spell. |
20 | You cast the reverse gravity spell. |
Spell Dancer (Level 14)
Beginning at the 14th level, when you cast a spell you gain a number of Dazzling Dance charges equal to half the level (rounded down) of the expended spell slot. You do not gain Dazzling Dance charges from Bewildering Grace.
Dancer Archetype Feature (Level 15)
You gain a feature granted by your Dancer Archetype.
Ability Score Improvement (Level 16)
When you reach 16th 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.
If your DM allows the use of feats, you may instead take a feat.
Stage Presence (Level 18)
Beginning at the 18th level, you've become so accustomed to performing both for crowds and amongst the chaos of the battlefield, you are rarely caught unaware of your surroundings and can protect yourself from the tricks of assailants. Attackers cannot attack you with advantage unless you are under the conditions: grappled, incapacitated, paralyzed or petrified. Additionally when knocked prone, it only costs 5ft. of movement to get back up.
Ability Score Improvement (Level 19)
When you reach 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.
If your DM allows the use of feats, you may instead take a feat.
Rhythmic Heart (Level 20)
Beginning at the 20th level, when you roll initiative you gain 2 Dazzling Dance charges.
Multiklassen
Multiklassen-Voraussetzungen
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Unterklassen
Unterklassen-Eigenschaften
Exotic Wonder
Exotic Wonder (Level 3)
You've trained in an exotic dancing style which incorporates weapons into your routines. You mix martial knowledge with graceful steps to create an awe inspiring dance which devastates your foes.
Flourishing Swing
3rd-level Exotic Wonder feature
Beginning at 3rd level, your melee weapon attacks with finesse weapons activate your Flourish feature.
Fighting Style
3rd-level Exotic Wonder feature
Beginning at the 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Double Step (Level 6)
6th-level Exotic Wonder feature
Beginning at the 6th level, whenever you use the Attack action, you may spend 1 Dazzling Dance charge to make an extra melee weapon attack.
Flawless Flow (Level 11)
11th-level Exotic Wonder feature
Beginning at the 11th level, you may make a melee weapon attack as a bonus action after casting a spell.
Lamia Bite (Level 15)
15th-level Exotic Wonder feature
Beginning at the 15th level, you may spend 4 Dazzling Dance charges prior to making a weapon attack. Doing so increases the critical hit range of your attack rolls for the remainder of the turn, lowering the threshold by 4.
Paragon
Paragon (Level 3)
You've devoted your training to dance as an art form itself, staying a purist of dance. Your singular focus will allow you to reach mastery few ever hope to achieve in your discipline.
Inspiring Salsa
3rd-level Paragon feature
Beginning at the 3rd level, as a bonus action you can spend up to 2 Dazzling Dance charges to inspire an ally within 5ft. of you. Your ally may add a bonus to any attack roll, saving throw or ability check they make equal to twice the number of charges used to inspire them one time. At 10th level you may spend any number of Dazzling Dance charges in the same way.
Magic of Movement (Level 6)
6th-level Paragon feature
Beginning at the 6th level, when you cast a spell, you may spend a number of Dazzling Dance charges equal to the spell level instead of spending a spell slot. Spells cast using this feature do not generate Dazzling Dance charges.
Improvised Flow (Level 11)
11th-level Paragon feature
Beginning at the 11th level, when you make a concentration check you may spend a Dazzling Dance charge to roll with advantage.
Forte Fusion (Level 15)
15th-level Paragon feature
Beginning at the 15th level, you have learned how to mix known dances into new exciting combinations. You are able to cast a second spell which requires concentration without ending the first. To do so you use your action to spend 1 Dazzling Dance charge to cast the second spell alongside the required spell slot. Each turn you concentrate on the second spell, you must use your action to spend once Dazzling Dance charge and spend 10ft. of movement per spell.
Peace Bringer
Peace Bringer (Level 3)
You've learned to effectively wield restorative spells while dancing across the battlefield, offering relief and joy in even the worst situations.
Succor Swing
3rd-level Peace Bringer feature
Beginning at 3rd level, your magical dances are capable of healing wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your Dancer level × 5.
As an action, you can perform for a creature within 5ft. of you and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Refreshing Round (Level 6)
6th-level Peace Bringer feature
Beginning at the 6th level, you've further developed your healing abilities. When you use your Succor Swing feature, you may target any number of creatures within 10ft. of you.
Safe Haven Hop (Level 11)
11th-level Peace Bringer feature
Beginning at the 11th level, you may select aura of life, aura of purity or aura of vitality and cast it without spending a spell slot. You may do so a number of times equal to half your Charisma modifier rounded down, these uses refresh after completing a long rest.
The Solace Swing (Level 15)
15th-level Peace Bringer feature
Beginning at the 15th level, you may spend Dazzling Dance charges to restore your pool of healing power. For each point spent you recover points to your pool equal to your Charisma modifier.