Puntos de Golpe
Competencias
Dancer
| Nivel | Bonificador de Competencia | Características | Flares Known |
|---|---|---|---|
| 1 | + 2 | Break a Leg Dance Flares | 3 |
| 2 | + 2 | Break a Leg Dance Flares | 3 |
| 3 | + 2 | Break a Leg Dance Flares | 4 |
| 4 | + 2 | Break a Leg Dance Flares | 4 |
| 5 | + 3 | Break a Leg Dance Flares | 5 |
| 6 | + 3 | Break a Leg Dance Flares | 5 |
| 7 | + 3 | Break a Leg Dance Flares | 6 |
| 8 | + 3 | Break a Leg Dance Flares | 6 |
| 9 | + 4 | Break a Leg Dance Flares | 7 |
| 10 | + 4 | Break a Leg Dance Flares | 7 |
| 11 | + 4 | Break a Leg Dance Flares | 8 |
| 12 | + 4 | Break a Leg Dance Flares | 8 |
| 13 | + 5 | Break a Leg Dance Flares | 9 |
| 14 | + 5 | Break a Leg Dance Flares | 9 |
| 15 | + 5 | Break a Leg Dance Flares | 10 |
| 16 | + 5 | Break a Leg Dance Flares | 10 |
| 17 | + 6 | Break a Leg Dance Flares | 11 |
| 18 | + 6 | Break a Leg Dance Flares | 11 |
| 19 | + 6 | Break a Leg Dance Flares | 12 |
| 20 | + 6 | Break a Leg Dance Flares | 12 |
Características de Clase
Nivel 1
Nivel 10
Nivel 11
Nivel 12
Nivel 13
Nivel 14
Nivel 15
Nivel 16
Nivel 17
Nivel 18
Nivel 19
Nivel 2
Nivel 20
Nivel 3
Nivel 4
Nivel 5
Nivel 6
Nivel 7
Nivel 8
Nivel 9
Equipo Inicial
Características de Clase
Break a Leg (Level 1)
You can add your proficiency bonus to your initiative rolls and when you roll for initiative, you can use your reaction to grant a creature within 30 feet of you that can see you advantage on the first attack roll or ability check it makes before the end of its next turn.
Additionally, when you dance as a part of making a Charisma (Performance) check, you are considered proficient with the skill and you can add your Dexterity modifier to the check.
Dance Flares (Level 1)
You can use an action to captivate your audience with your enthusiasm, grace, and force of personality, performing a dazzling flare to support allies and distract foes.
Flares Known
You learn three Flares of your choice, detailed at the end of the class description. When you reach certain dancer levels, you learn additional flares of your choice, as shown in the Flares Known column of the Dancer table. When you gain a level in this class, you can replace a flare you know with a different one.
Saving Throws
If a flare requires your target to make a saving throw to resist its effects, the saving throw DC is calculated as follows:
Flare
Feather Step (Level 2)
While you are not wearing medium or heavy armor or wielding a shield, your speed increases by 10 feet and you can take the Disengage action as a bonus action on your turn.
When you take the Disengage action, moving through nonmagical difficult terrain costs you no extra movement for the turn and you don't set off traps by walking on them.
Step Up (Level 2)
You can use your action to perform an invigorating dance that enlivens your audience. When you do, choose one creature that can see you within 30 feet of you. The creature can immediately move up to half its speed and take one action, treating it as an action it would take on its turn. Afterwords, that creature can't benefit from this feature again until the end of its next turn.
Dancer's Choreo (Level 3)
You define your style of dancing, your Dancer's Choreo. Your choreo grants you features at 3rd level and again at 6th, 11th, and 17th levels.
Choreo Flares
Each choreo has a signature dance flare, detailed in its feature. Choreo flares don't count against your number of flares known.
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.
Double Time (Level 5)
You can perform a Dance Flare as a bonus action on your turn.
Dancer's Choreo feature (Level 6)
At 6th level, you gain one feature granted by your Dancer's Choreo.
Endless Stamina (Level 7)
Your movement speed can't be reduced by exhaustion and, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1 if you aren't dehydrated or starving.
Evasion (Level 7)
Your poise allows you to stylishly avoid certain area effects, such as an ancient black dragon's acid breath or a call lightning 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.
Don't Stop Me Now (Level 9)
Your speed increases by an additional 10 feet and, when you make a contested check or saving throw against being grappled, paralyzed, petrified, restrained, or stunned, you can make a Dexterity saving throw instead of the check or saving throw called for in the effect.
Call and Response (Level 10)
When a creature misses you with an attack, you can use your reaction to perform a Dance Flare.
Dancer's Choreo feature (Level 11)
At 11th level, you gain one feature granted by your Dancer's Choreo.
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.
Allegro (Level 13)
When you use your Step Up feature on a creature, each of your and the target's speeds increases by 10 feet until the start of your next turn.
Force of Personality (Level 14)
You have been instilled with a fervor for captivating audiences. You can add your Charisma modifier to the damage you deal with Dance Flare, and to saving throws you make against being charmed, frightened, and against spells that would cause you to act against your will through mental manipulation (such as the command spell).
Rondo (Level 15)
When you use Step Up, you can perform a Dance Flare as a part of the same action.
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.
Dancer's Choreo feature (Level 17)
At 17th level, you gain one feature granted by your Dancer's Choreo.
Elusive (Level 18)
You are so hard to pin-down that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
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.
Multiclase
Requisitos de Multiclase
{"cha":13,"dex":13}
Competencias Obtenidas
Subclases
Características de Subclase
Bladed Bravo
Bladed Bravo (Level 3)
Masters of blade, spear, whip, and staff, dancers of this choreo blend artistic grace and martial prowess to put on breathtaking displays that are as beautiful as they are deadly. Their performances call for more than just raw strength or speed, but precision and control of both one's weapon and body, with dancers often showing how well they can dodge a weapon as well as wield one.
Choreo Flare: Saber Dance
You learn the Saber Dance flare, detailed at the end of this class, which doesn't count against the number of flares you know. While other dancers might use weapons in their dances, this choreo specializes in this flare. Your attacks with Saber Dance score a critical hit on a roll of 19 or 20.
Further, if an enemy provokes an opportunity attack from you, you can perform Saber Dance as the attack.
Saber Dance
As a part of this performance, you make an attack with a weapon that has the finesse property. If you score a critical hit with this attack, you can make an additional weapon attack, as part of the same action.
Weapon Arts
You gain proficiency with medium armor and martial weapons that have the finesse property. You can still benefit from your Feather Step feature while wearing medium armor.
Fighting Style
You adopt a 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 a feature lets you choose again.
Dancing Blade (Level 6)
Whenever you finish a long rest, you can touch one melee weapon that you are proficient with and that lacks the twohanded or heavy properties. The weapon becomes a dancing blade imbued with a facsimile of life until it is reduced to 0 hit points, you die, or you use this feature again. It is friendly to you and your companions and obeys your commands.
In combat, the dancing blade shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you command it to take another action as a bonus action or as a part of performing your Saber Dance flare. That action can be one in its stat block or some other action. If you are incapacitated, the dancing blade can take any action of its choice, not just Dodge.
Fluid Momentum (Level 11)
If you perform Saber Dance as an opportunity attack, you can make two attacks with it, rather than one.
Further, you have advantage on attack rolls you make as a reaction.
Dazzling Destruction (Level 17)
Your attacks with Saber Dance score a critical hit on a roll of 18–20.
Danse Macabre
Danse Macabre (Level 3)
This choreo's choreography is modeled upon necromantic rituals, embracing death as a "beautiful curtain call to the performance of life." But what's a legendary performance without an encore? Dancers of the Grim Fandango are able to raise and command their own dance troupe of undead.
Choreo Flare: Thriller
You gain the Thriller flare, detailed below. It does not count against the number of flares you know.
Thriller
This flare creates an undead dance partner. Choose a pile of bones or a corpse of a Medium or Small humanoid within 10 feet of you. This flare raises it as an undead creature, becoming a skeleton if you chose bones or a zombie if you chose a corpse.
The raised undead only has a number of hit points equal to your Dancer level. You control any undead raised this way as if by the animate dead spell for 24 hours, after which they fall lifelessly. You can also dismiss any undead animated this way as an action.
You can have one undead animated with this flare. Using this flare to animate undead beyond this number causes the previously animated undead to fall lifelessly.
Necromantic Arts
You gain the chill touch and corpselight cantrips. Charisma is your spellcasting ability for these spells.
Further, if you deal necrotic damage to a creature, you can spend one of your Hit Dice to gain temporary hit points equal to 1d8 + your Constitution modifer.
Grim Fandango (Level 6)
Giving Up the Ghost (Level 11)
You can dance upon the Border Ethereal while you move, allowing you and any equipment you are wearing or carrying to move through other creatures and objects as if they were difficult terrain. If you end your turn inside an object, you take 1d10 force damage.
Beauty Beyond the Grave (Level 17)
You can perform your Thriller flare to enthrall anything without a pulse. When an undead within 60 feet of you can see you perform Thriller, it must make a Charisma saving throw against your flare save DC. If it succeeds on this saving throw or any subsequent saves, you can't use this feature on it again. If it fails, if becomes friendly to you and obeys your commands until you use this feature again.
Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
Idolized Superstar
Idolized Superstar (Level 3)
Some are born destined for fame, others work their fingers to the bone daily to achieve it, some are just in the right place at the right time. From these individuals, the choreo of the Idolized Superstar was born. Ever the center of public attention, most students of this Choreo live in the public's eye, soaking in the adulation of their adoring fans. Once famous, some take to adopting a secret persona or alter ego, so they may go about the more mundane aspects of their life without being mobbed by crowds.
Choreo Flare: Star Struck
You gain the Star Struck flare, detailed below. It does not count against the number of flares you know
Star Struck
You sing one of your big hits (or possibly one you were inspired to sing from another realm) while performing this flare. Choose a creature within 60 feet of you that can hear and see you. You make a Charisma (Performance) check contested by a Wisdom saving throw by the chosen creature.
If you win the contest, the target becomes charmed by you until the start of your next turn. While charmed this way, it is being effectively blinded when trying to observe anything other than you for the duration, or until you become incapacitated.
If you lose the contest and when the effect ends, the target can't be charmed by that person with this flare for 24 hours. For example, if you change your identity with Stage Name after having failed to charm a target, the target could potentially be charmed by this flare again.
Melodic Arts
You are proficient with the Charisma (Performance) skill and your singing voice, which you can use to make musical instrument tools checks. Your proficiency bonus is doubled for any checks you make using these proficiencies.
Stage Name
You can add double your proficiency bonus to any checks you make using disguise kits and your singing voice.
Further, you create a secret identity which you can adopt or discard using a bonus action. Unless you tell a creature, or the creature sees you adopt or discard this identity, they do not know you and your secret identity are the same person.
Commercial Success (Level 6)
Stories of your must-see performances have spread far and wide, gaining you a bit of a fandom. When you make a Charisma check while interacting with a creature that respects your clout, be it by your true name or stage name, you can treat a d20 roll of 9 or lower as a 10.
Enrapturing Routine (Level 11)
When a creature is charmed by your Star Struck flare, you can choose to maintain the effect at the start of your subsequent turns with your bonus action.
Further, if the target of your Star Struck flare is immune to being charmed, it can be charmed but instead makes the Wisdom saving throw with advantage.
Star-Studded Performance (Level 17)
While you are maintaining your Enrapturing Routine, the effects of any other flares you perform last while you maintain the performance. If a flare requires a saving throw to end its effects, an affected target can make the saving throw again at the end of each of its turns, ending the effect on a success.
Noble Waltz
Noble Waltz (Level 3)
Lavish parties among the aristocracy are essentially a rite of passage for members of nobility, as politics unfold in the ballroom as often as they do in the war room. Even if these dancers cannot claim the pedigree of noble birth, they are learned in the practices and pomp of patricians; be it from rubbing elbows with those of royal hierarchy or from instructing members of ruling families in this style. Masters of this choreo strive for nothing short of perfection in their every action, conducting themselves with a calculated tact and suave that allows them to navigate even the most treacherous of social environments as easily as they could a dance floor.
Choreo Flare: Ballroom Blitz
You gain the Ballroom Blitz dance flare, detailed below. It does not count against the number of flares you know.
Ballroom Blitz
You can choose a creature within 15 feet of you and issue a one-word command to it, as per the command spell. You then make a Charisma (Intimidation or Persuasion, your choice) check contested by the target's Wisdom saving throw.
If you win the contest, the target must use its reaction to follow the issued command. If you lose the contest, the target is immune to this flare for 24 hours.
Lap of Luxury
Carousing counts as light activity for you for the purposes of resting. When you finish a long rest while maintaining an Aristocratic lifestyle, you regain all of your expended hit dice and can reduce your exhaustion level by 2, instead of 1. Your allies that carouse with you during the rest gain these benefits as well.
The Sport of Kings
You gain proficiency with rapiers. If a creature hits you with a melee attack while you are weilding a rapier and you can see the attacker, you can use your reaction to add your proficiency bonus to your AC against the attack, potentially causing the attack to miss.
On My Authority (Level 6)
Subdue Transgression (Level 11)
If a creature misses you with a melee weapon attack, you can immediately perform your Ballroom Blitz flare. A target that previously won this contest is not immune to the effect when used this way.
Regal Magnificence (Level 17)
The duration of your Ballroom Blitz flare becomes 1 minute, but you must use your bonus action on your turn to maintain the effect. An affected creature can make a Wisdom saving throw at the end of each of its turns to end the effect early, and succeeding on the save counts as the creature having won the contest.
Rallying Harbinger
Rallying Harbinger (Level 3)
With bold, aggressive movements and chant-like, primal vocalizations, adepts of this choreo use their dances to invigorate and strengthen the resolve of their allies and to terrify and break the morale of their foes, both on and off the battlefield. These dancers can work the meekest of allied forces into fervorous frenzies and send fear sweeping through the lines of battle hardened enemy armies like flames through a field of dry wheat.
Choreo Flare: Rallying Stomp
You gain the Rallying Stomp dance flare, which does not count against your number of flares known.
Rallying Stomp
You remain in place until the start of your next turn while you perform this physical show of force. While you perform this flare, you cause the following effects:
While an ally is within 15 feet of you, the roll required for their weapon attacks to score a critical hit is reduced.
You reduce any nonmagical bludgeoning, piercing, and slashing damage you take.
The reduction listed for both of these benefits is equal to half of your proficiency bonus (round down).
Fighting Style
You adopt a 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 something in the game lets you choose again.
Herald of War
You gain proficiency in the Intimidation skill and with medium armor and shields.
Call to Arms (Level 6)
When you grant a creature an action with your Step Up feature and it uses the Attack action, it can make one additional attack with the given action.
Oppressive Attrition (Level 11)
You can use a bonus action to terrify your opposition. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, you make a Charisma (Intimidation) check contested by the target's Charisma (Intimidation) check or Wisdom saving throw (their choice).
If you win the contest, the target is frightened of you and your allies until the end of your next turn. While frightened in this way, a target's speed is halved. On subsequent turns, you can perform your Rallying Stomp flare to extend the duration of this effect on the frightened creature until the end of your next turn. The effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If you lose the contest, you can't frighten that creature again for 24 hours.
Flare of Frenzy (Level 17)
Allies benefiting from your Rallying Stomp flare can make a single melee weapon attack as a bonus action during their turns and, while you perform this flare, you have resistance to bludgeoning, piercing, and slashing damage.
Sylvan Mirth
Sylvan Mirth (Level 3)
While almost all dancers are known to perform to music, none are as well known for the music they dance to as those of the choreo of Sylvan Mirth. Whether it's the dulcet melody of a set of pan-pipes, the lively ditty of a fiddle, or simply the metronomic clacking of a pair of spoons against their body, Dancers of this Choreo rarely dance without also providing their own musical accompaniment. Due to these styles coming primarily from the Spring and Summer Courts, this choreo is focused on expressions of joy, passion, and, of course, mischievousness.
Choreo Flare: Hedonistic Revel
You gain the Hedonistic Revel dance flare, detailed below. It does not count against the number of flares you know.
Hedonistic Revel
While performing this flare, you choose one of the following magical effects: a charming melody, a frightening strain, or a gentle lullaby. You then choose one creature within 60 feet of you that can see or hear your performance. The chosen creature must succeed on a Wisdom saving throw or be affected as described below. Fey and creatures that can't be charmed cannot be affected by this flare.
An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this flare for the next 24 hours.
Charming Melody
It is charmed by you for 1 minute, or until you or any of your companions harm it.
Frightening Cacophony
It is frightened for 1 minute.
Gentle Lullaby
t falls asleep and is unconscious for 1 minute, or until it takes damage or if someone takes an action to shake it awake.
Paths Unseen
While traveling in forests, both magical and nonmagical, you are always aware of your location approximate the forest's nearest border, the forest's overall health, and if there are any portals within the forest.
Sylvan Arts
You gain the dancing lights and druidcraft cantrips, and you learn to read, speak, and write Druidic and Sylvan.
Pixie Tricks (Level 6)
When you take the Disengage action, you can chose to either teleport up to your speed to any area you can see as if by the misty step spell or turn invisible, along with any equipment you are wearing or carrying, until the start of your next turn, or until you deal damage to a creature or force a creature to make a saving throw.
Once you turn invisible with this feature, you can't do so again until you finish a short or long rest.
Good Mischief (Level 11)
Creatures that have immunity to your spells and effects that cause the charmed or frightened condition instead only have advantage on saving throws made against them.
Further, if a creature that is charmed or frightened by you hits you with an attack roll, you can use your reaction to magically cause the attack to miss, provided you can see the attacker.
Wander the Wooded (Level 17)
When you use the bonus action granted to you with Pixie Tricks, you can choose to grant the target of your Step Up feature the benefit as well.
Thrashing Pit
Thrashing Pit (Level 3)
Originally developed by the destitute and dispossessed as a means of protesting the established rules both of dance and of society, Dancers of this choreo are typically referred to as 'hooligans.' To these Dancers, Thrash is not a Choreo one studies, but a way of life that one lives. Leading a comfortable life, one can never understand the true meaning of Thrash, for Thrash is real, Thrash is raw, Thrash is the struggle to survive against insurmountable odds.
Choreo Flare: Mosh
You gain the Mosh dance flare, detailed below. It does not count against the number of flares you know.
Mosh
You can target a creature within your reach and try to shove it or help it stand up if it's prone.
If you choose to shove it and win the contest, you can also make an unarmed strike against a creature within your reach before the shove.
If you choose to help it stand up, it gains advantage on the next attack roll or skill check it makes before the start of your next turn.
If You Can't Take a Hit
Your hit point maximum increases by 3 and increases by 1 whenever you gain a level in this class.
Additionally, when you reach 6th level in this class, yougain resistance to bludgeoning damage.
Throwing Elbows
You gain proficiency in the Athletics and Intimidation skills.
Further, you can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and Athletics checks.
Disrespect Your Surroundings (Level 6)
Killing in the Name (Level 11)
Once during their turn, when your allies hit with a melee weapon attack or unarmed strike while they are within 10 feet of you and you are not incapacitated, they can roll 2d6 and add the result to the damage of the attack.
Wall of Death (Level 17)
As an action, you can scream a call to aggression to your allies. When you do, choose a number of creatures within 60 feet that can see or hear you equal to your Charisma modifier. A chosen creature can use their reaction to move up to half their speed and make a melee attack against a creature.You can do so as well as a part of this action.
Once you use this feature, you cannot do so again until you finish a long rest.
Weave Teaser
Weave Teaser (Level 3)
The somatic components of spells can be seen as a dance, as every careful movement must be rehearsed to tease the Weave and unleash its power. The techniques of the Weave Teaser developed alongside other arcane practices like Bladesinging, and practitioners of each are frequently found journeying together. Warping the Weave through movement alone is not a feat easily done, as it requires syncing one's body and mind to the rhythm of the very flow of magic itself.
Choreo Flare: Soma Fonta Arcana
You gain the Soma Fonta Arcana dance flare, detailed below. It does not count against the number of flares you know.
Soma Fonta Arcana
You use the Cast a Spell action to cast a spell with a casting time of 1 action. The remnants of your spell can be teased, allowing you to act as a conduit for your allies' magic. Until the start of your next turn, your allies within 60 feet of you that can see you can cast spells as if they had been cast from your position.
Once you perform this flare, you can't do so again until the start of your next turn.
Spell Dancer Lore
You gain proficiency with the Arcana skill and when you make an Arcana check, you can make the check using Charisma instead of Intelligence.
Spellcasting
See chapter 10 of the Player's Handbook for Spells Rules for the general rules of spellcasting and chapter 11 for the sorcerer spell list.
Cantrips
You learn three cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell Slots
The Weave Teaser Spellcasting table shows how many spell slots you have to cast your sorcerer 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 charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level sorcerer spells of your choice, two of which you must choose from the abjuration and enchantment spells on the sorcerer spell list.
The Spells Known column of the Weave Teaser Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be an abjuration or enchantment spell, and must be of a level no higher than the level shown in the Maximum Spell Level column of the Weave Teaser Spellcasting table. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice. The new spell must be an abjuration or evocation spell of a level no higher than the level indicated in the Maximum Spell Level Column, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Charisma is your spellcasting ability for your spells, since the beauty of your dance teases the Weave and allows you to harness its magic. 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 spell you cast and when making an attack roll with one.
Spell
Spell
Trip the Light Fantastic (Level 6)
You can cast the feather fall spell on yourself at will, without expending spell charges or spell slots.
Further, you can move along the outer area of spells with a defined area as if they were solid surfaces. You can move across the spell's area in any direction, including vertically, while leaving your hands free. If the spell is moved while you are moving on its surface, you move with the spell.
Weaver's Counter (Level 11)
When a creature targets you with a ranged spell attack, you can use your reaction to manipulate the essence of the spell. When you do, you contest the spell's attack roll with a Charisma (Performance) check.
If you win the contest, you gain control of the spell and you can make a ranged spell attack with the spell as a part of the same reaction as if you had cast it.
Font Mystique (Level 17)
When you finish a short rest, you can choose to regain all your spent spell slots. Once you do, you can't do so again until you finish a long rest.