Livspoeng
Kyndigheter
Companion
| Niva | Dyktighetsbonus | Egenskaper | Solo Steps Known | Duet Steps Known | Tempo Points |
|---|---|---|---|---|---|
| 1 | + 2 | Swaying Steps Cadence | 3 | 1 | 1 |
| 2 | + 2 | Swaying Steps Cadence | 3 | 1 | 2 |
| 3 | + 2 | Swaying Steps Cadence | 3 | 2 | 2 |
| 4 | + 2 | Swaying Steps Cadence | 4 | 2 | 3 |
| 5 | + 3 | Swaying Steps Cadence | 4 | 3 | 3 |
| 6 | + 3 | Swaying Steps Cadence | 4 | 3 | 4 |
| 7 | + 3 | Swaying Steps Cadence | 4 | 4 | 4 |
| 8 | + 3 | Swaying Steps Cadence | 5 | 4 | 5 |
| 9 | + 4 | Swaying Steps Cadence | 5 | 5 | 5 |
| 10 | + 4 | Swaying Steps Cadence | 5 | 5 | 6 |
| 11 | + 4 | Swaying Steps Cadence | 5 | 6 | 6 |
| 12 | + 4 | Swaying Steps Cadence | 6 | 6 | 6 |
| 13 | + 5 | Swaying Steps Cadence | 6 | 7 | 6 |
| 14 | + 5 | Swaying Steps Cadence | 6 | 7 | 7 |
| 15 | + 5 | Swaying Steps Cadence | 6 | 8 | 7 |
| 16 | + 5 | Swaying Steps Cadence | 7 | 8 | 7 |
| 17 | + 6 | Swaying Steps Cadence | 7 | 9 | 7 |
| 18 | + 6 | Swaying Steps Cadence | 7 | 9 | 8 |
| 19 | + 6 | Swaying Steps Cadence | 7 | 10 | 8 |
| 20 | + 6 | Swaying Steps Cadence | 7 | 10 | 8 |
Klasseegenskaper
Niva 1
Niva 10
Niva 11
Niva 12
Niva 13
Niva 14
Niva 15
Niva 16
Niva 17
Niva 18
Niva 19
Niva 2
Niva 20
Niva 3
Niva 4
Niva 5
Niva 6
Niva 7
Niva 8
Niva 9
Startutstyr
Klasseegenskaper
Swaying Steps (Level 1)
You've learned to rehearse steps—coordinated dance techniques for fighting with flair. These steps employ your personality and express your emotional moods to produce nigh-superhuman effects, as your outline visibly shimmers with an aura matching your soul.
Your journey begins with three solo steps and one duet step of your choice, and you gain control of new steps at the levels shown in the class table. Whenever you gain a companion level, you can exchange one duet step for another.
Step options can be found on the Optional Features page.
Steps are magic dance techniques, distinct from spellcasting, and they are the result of extensive practice—both by yourself and with partners. Every step is begun as an action.
Solo steps can be performed any number of times without tiring you, while duet steps test the limits of your cooperational spirit. You must expend a tempo point to begin a duet, and there must be a willing humanoid ally within 5 feet of you. No action is required of your partner, but they must dance along. Duets end immediately if your partner is ever no longer within 10 feet of you. You regain all expended tempo points whenever you finish a long rest. Lastly, to target a creature with a step, you must be able to see them.
Some steps require your target to make a saving throw to resist the step's effects. Your step saving throw DC is calculated as follows:
Step
Cadence (Level 1)
From the thrill of a narrow escape, you feel the rhythm of life. When an attack misses you, you can enchant your aura with cadence as a reaction, allowing you to hear patterns in the flow of a fight. For up to 10 minutes, whenever you are targeted with an attack, you can make a Dexterity saving throw with a DC equal to the attack roll. If you succeed, the attack misses you, as it is diverted by your rhythmic aura. You must concentrate on maintaining this effect as though it were a spell, focusing on the beat, and you can enchant yourself with cadence once per short rest. You lose concentration on this effect if you are deafened, incapacitated, or if your speed becomes 0, as occurs when you are grappled or restrained.
Fledgling's Favorite (Level 2)
There is always a duet that comes effortlessly, naturally, as though it chose you personally. As of 2nd level, you learn one of the following duets without it counting against your number of duet steps known: Festal Flamenco, Flare Share, Playful Polka, or Seer's Samba. Once per short rest, this duet can be performed without expending a tempo point.
Unarmored Defense (Level 2)
Even in the beginnings of your training, your unpredictably gliding motions are a defensive asset: you mystify by never staying still. At 2nd level, while you are conscious, wearing no armor, not under the effect of cadence, not wielding a shield, and not grappled, paralyzed, or restrained, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
Companion Style (Level 3)
As a companion, your partners, passions, and desires all drive you well enough, but one cannot live indecisively forever.
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.
Fluttering Counterpart (Level 5)
By 5th level, you can expertly control unconventional weapons, ensuring that they smoothly accompany your practiced paces. Of the flicker weapons, choose three. You gain proficiency with them. When you use your action to perform a step, or to simply dance, you can use your bonus action to make one attack using a flicker weapon that you're proficient with—a flicker attack.
All flicker weapons have the Finesse property, as you incorporate them into your art. Each weapon description also details the effects of a special Aura property which can only be used if you are proficient with the weapon. When you attach your aura to a weapon as you attack, instead of dealing damage, you use the force of your persona to control the target. Finally, you can choose to gain proficiency in more flicker weapons if you take the Weapon Master feat.
Note: Attacking Allies
When you target yourself with an attack, you can allow it to hit automatically. Similarly, during any duet, whenever you and your willing partners target each other with an attack, the target can allow it to hit automatically.
All other willing targets can choose to grant you advantage on any attack made against them. Charmed targets are not willing for this purpose, even when coerced, unless your DM rules that they make no effort to avoid harm.
Counter-Curio (Level 5)
Also at 5th level, you can enchant mementos with protective magic. By spending 30 minutes immersing yourself in the aura of a willing helper, you can create an accessory with the ability to safeguard its wearer from one spell that your helper is able to cast.
When the wearer is affected by that one spell, the accessory absorbs the spell's magic and shatters, rendering the wearer completely unharmed. This curio lasts for one week before withering away, and you can only maintain one such enchantment at once. The curio creation process can be performed and completed during a short rest without being considered strenuous activity.
Vain Vivacity (Level 6)
Upon reaching 6th level, you've become addicted to appreciation. Whenever one of your duets ends, either you or your partner can attempt to convince the other that their performance was a perfect 10. The recipient of praise can add 1d10 to their initiative for the next round.
Virtuoso's Vernacular (Level 6)
Moreover at 6th level, perfection comes naturally. Choose one skill you're proficient with. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency. Additionally, whenever you roll a 16 or higher on an ability check using this skill, you can treat the roll as a 20.
Companion Style feature (Level 7)
At 7th level, you gain a feature from your Companion Style.
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.
Merry Visionary (Level 9)
As of 9th level, with every step taken together, a sensation is left in your wake. Imagination meets reality—stories come to life.
When you use your action to dance with a partner, as a bonus action, you can conjure and describe any visual and auditory phenomena you wish to occur within 5 feet of you as per the programmed illusion spell, except the effect lasts until your dance ends. You could use this illusion to create a singing spotlight, a ravishing costume, a bouquet of flowers cheering your names, a band playing your favorite song, or otherwise add unforgettable pizzazz to your act. Any creature who is hindered or threatened by your illusion can easily see through it, making its sensory qualities faint and hollow.
If your dance is a duet step, you can use the illusion to encourage yourself or your partner. The encouraged target gains advantage on their next ability check, attack roll, or saving throw made before the end of the next round.
Cadence (x2) (Level 10)
At 10th level, this feature can enchant you twice per short rest.
Subtle Spectacle (Level 10)
When you achieve 10th level, the melodic swirling of your soul is even-keeled and oddly prosodic, as you've mastered the art's hidden habitudes. When you use your action to perform a solo step while you are at an even number of tempo points, you can begin a duet step as a bonus action.
Likewise, when you use your action to begin a duet step while you were at an odd number of tempo points, you can use your bonus action to conjure an encouraging Merry Visionary illusion and then immediately make two flicker attacks.
Companion Style feature (Level 11)
At 11th level, you gain a feature from your Companion Style.
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.
Tarantella Therapy (Level 13)
Once you reach 13th level, you tend to avoid inactivity. Whenever you are taking a short rest, you can involve any number of willing partners in an upbeat, spry dance.
All who participate for the duration of the rest (without interruption) will lose one level of exhaustion, and at the end of their rest, they can expend their hit dice to instead restore hit points to one dancing creature of their choosing. You regain one tempo point whenever you complete a short rest in this manner.
Set the Stage (Level 14)
If you reach 14th level, you'll surely discover that scenery is key for sentiment. You can cast the mirage arcane spell once per long rest.
However, you can only use this spell to create or alter a single structure, such as a theater, an arena, a carnival tent, or a shrine. It can have any artificial exterior appearance, interior layout, backdrop, decor, and ambience you'd like, potentially containing illusory items such as furniture, stairways, wardrobes, dramatic lighting, meals (tasting however you choose), tools, toys, or even textual writings detailing any knowledge you possess. This structure must fit within a 1000-foot cube.
Companion Style feature (Level 15)
At 15th level, you gain a feature from your Companion Style.
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.
Poise Destroys (Level 17)
By 17th level, your mystique is truly distracting: enemies can't take their eyes off you. At the start of combat, when enemies make a Dexterity check to determine their place in the initiative order, they do so at disadvantage if they are within 30 feet of you and can see you.
Join the Jamboree (Level 18)
At 18th level, your love for stirring the flow of battle manifests itself in revelry. You learn the routine of a single group step from the five listed below, and can begin performing it once per long rest as an action or a bonus action. Choose any number of willing allies within 20 feet of you to involve en masse in your choreography. To benefit from this dance, chosen allies must use their reaction to participate, must remain within range, must be able to see you, and must not be grappled, prone, incapacitated, or restrained. If an ally stops benefiting from this dance due to not meeting these requirements, they can use their reaction on their turn to enter the dance once again when the requirements are met.
The dance ends immediately if you are personally afflicted with any of the aforementioned conditions, if you choose to end it (no action required), or if no allies are performing it in tandem with you. Each dance lasts 1 minute, and you can perform steps during them without interrupting the dance.
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.
Roar of the Crowd (Level 20)
When you manage to reach 20th level, you can fully channel the energy of attention. Once per long rest, when you conjure a heartwarming illusion using Merry Visionary, you can encourage masses of people. Every creature that sees it (other than yourself) can choose to gain advantage on a single d20 roll made within 24 hours. They must choose before their die is cast whether to do so.
Underklasser
Underklasse-egenskaper
Dervish Style
Dervish Style (Level 3)
There are those who see the art as a more one-sided affair—some venerated practicioners perform purely for their own pleasure. Dervishes are warriors who worship themselves, finding rapture in utterly destroying their partners, as every step brings them closer to eminence. In this style, seeking perfect enlightenment through the trance of each dance, the power you rightfully wield can conquer all.
Authoritarian Pluck
At 3rd level, you begin to traverse a road of ruthless purpose, and obstacles are mere stepping stones for you. You gain proficiency with martial weapons, and you have advantage on all Constitution saving throws made to maintain your concentration on cadence.
Further, enemy creatures now count as eligible partners for your duets if they are currently grappled by you or charmed by any creature. They must be no more than one size larger or smaller than you, but they can be of any creature type. Forced to comply, your partners cannot willingly stop performing a duet as long as their condition remains, but they can choose not to follow your movement via Lead and Follow.
Whirling Winnow
Also at 3rd level, choose one of the following talents:
Vain Vivacity Improvement (Level 7)
As a 6th level Dervish, even if your partner is unwilling, you always benefit from Vain Vivacity when one of your duets ends. Your partners never benefit from it.
Unforgiving Competitor (Level 7)
When you reach 7th level, you strive to surpass all those who would show a moment of weakness. You can replace any flicker attack or weapon attack with a shove or grapple check against an adjacent creature. Additionally, you do not need to forgo damage when you activate an Aura property against one of your duet partners.
Paso Doble Disarray (Level 11)
Starting at 11th level, your familiarity with discarding broken partners becomes your forte. Whenever one of your duets ends as a result of you reducing your partner to 0 hit points, you can cast your partner down and expend any remaining movement from your previous turn to approach another eligible or willing partner. If you end your movement within 5 feet of this partner, you can immediately begin a new duet at no tempo point cost, no action required.
Miracle Maven (Level 15)
Upon achieving 15th level, the impossible becomes the everyday, as you can shape your soul to suit any situation. You can use simple and martial weapons as flicker weapons, attacking with them whenever you would make a flicker attack. As well, you've learned how to manifest your mood in even the most mundane armaments: when you hit a creature with any weapon, you can activate the Aura property of any flicker weapon you're proficient with.
Halcyon Style
Halcyon Style (Level 3)
Life with a Halcyon is like an oasis of heartwarming affection, bliss, and unquestionable safety. Those of this path are inclined not to pay any attention to their environment. Their gaze lies solely on their partners, and their desire to protect and serve those they hold dear is intense. In this style, you play the role of a doting caretaker.
Overbearing Ward
By level 3, you garner a mutual obsession. At the end of any short rest, name a friendly, willing creature to act as the target of your concern: your confidant. Until you choose someone else, or until they stop being willing, you and this creature have advantage on all skill checks made to socially influence or understand each other. Also, once per turn, you and your confidant can convey a single thought, idea, or emotion of up to 10 words in length to the other by making a particular gesture, moving an object in a certain way, giving the other a meaningful look, or making a distinct sound.
Finally, as long as you are on the same plane of existence as your confidant, you can each feel the other's presence and can sense their exact location relative to you by visualizing their silhouette when you close your eyes. When you do so, you can see if their body language is trying to convey a thought to you, but cannot see their surroundings.
Jubilant Reminiscence
Also as of 3rd level, your support takes on a sweeter, more nurturing tone, and every dance is an idyllic reverie.
Whenever one of your duets ends, salubrious waters are wrapped around either you or your partner, as your chosen recipient immediately regains hit points equal to 1d8 + half your companion level (rounded down).
Never Miss a Beat (Level 7)
As of 7th level, your attentive nature makes you quick to react to the one you're watching carefully. Every round when you're in combat with the creature you chose for Overbearing Ward, your initiative is set to be the same as theirs if you would act at a lower initiative. You can choose who goes first.
Additionally, when you or this confidant are targeted with an attack while you're performing a duet together, either of you can, as a reaction, choose to become the target of the attack instead of the other. You also switch places with one another, entering the space which the other had occupied. This can be done a number of times equal to your proficiency bonus per long rest, and it must be done before you know whether the attack will hit.
We Are One (Level 11)
Upon reaching 11th level, as you enlighten those around you, your significant other can fully reciprocate your solicitude. Whenever you use Merry Visionary to encourage your confidant, you can gain advantage on a single attack roll, ability check, or saving throw of your choosing before the start of your next turn, as their joy is your satisfaction.
Further, at the start of every round, your confidant's initiative is set to be the same as yours if they would act at a lower initiative. Either of you can choose who goes first.
Timeless Comfort (Level 15)
At 15th level, you and your loved ones are forever reassured by considerate selflessness. Whenever you or your confidant uses Never Miss A Beat to become the target of an attack, the other regains hit points as per Jubilant Reminiscence.
Further, you and your confidant can both cast detect thoughts at-will, no action required, but can only target each other. You can probe deeper into each other's thoughts as an action or bonus action and can choose to fail each other's probing saving throws. This spell uses your step save DC.
Psychopomp Style
Psychopomp Style (Level 3)
Few possess the sense to escort lost souls and help them pass on, for few can be trusted with such a personal request. As a Psychopomp, you send creatures to wherever they belong via trickery or compassion as necessary. This style uses shamanic services to find solutions for even the most hapless spirits. By seeking out sorrows and bringing ease to transitional phases, you act as a conciliating guardian.
Veil of the Vale
By 3rd level, you know that the world you see isn't all there is. At-will, you can exhale a spectral mist to surround you in all directions, moving with you, passing through objects, and lightly obscuring an area within up to 30 feet of you. This mist remains until you dismiss it, no action required, or until you die. The maximum range of this mist increases to 60 feet at level 7, 90 feet at level 11, and 120 feet at level 15. While you are conscious, you can always sense the exact number of Small or larger creatures within this mist, though you cannot sense their location or their identity—only their presence. This includes creatures in the Ethereal Plane, such as ghosts.
Additionally, you can make happy haunts materialize. Whenever you have a willing humanoid ally within your mist, you can begin a duet with them from any distance. Rather than ending if your partner is no longer within 10 feet of you, your duets end instantly if your partner leaves your mist. A hazy illusion of each of you will appear to embrace the other during the dance, as distance cannot separate your spirits.
Cryptic Customs
Also at 3rd level, you've discovered a number of obscure routines which grant you magic conducive to soulful shepherding. You know four Psychopomp spells, but you can only cast them as rituals. To do so, you must perform a mystical dance or cultural observance for 10 minutes in addition to the spell's normal casting time. These rituals can be performed during a short rest without being considered strenuous activity. You must possess the material components, and must maintain concentration whenever a spell requires it. Spells from this feature use your step save DC. Whenever you gain a Psychopomp Style feature, you learn additional spells which you can cast in this manner.
| Companion Level | Spells Known |
|---|---|
3rd | |
7th | |
11th | banishment, hallucinatory terrain, legend lore, locate creature |
15th |
Smile with the Faceless (Level 7)
Starting at 7th level, you can conceal your clientele, keeping them away from scrying eyes. Everything within the area of your mist is always under the effect of the nondetection spell.
Additionally, your all-encompassing empathy affords you new opportunities. Whenever a creature not native to your current plane, a spirit of the dead, or an undead creature enters the radius of your mist for the first time each round, it must make a Charisma saving throw. Upon failure, the creature is charmed by you, regarding you as its potential savior. This effect lasts until a target exits your mist's radius, but if you or your allies insult a target or harm it in any way, the effect ends early for them and they become immune to it for 24 hours. For the duration of the charm, affected creatures are placed under the effect of the tongues spell.
Spirit's Serenity (Level 11)
As of 11th level, your benevolence can free folks from the strife of battle. A number of times equal to your Charisma modifier per long rest, when a creature within your mist is reduced to 0 hit points, but not killed outright, you can choose to let their spirit rest. This can be done even if you are incapacitated or unconscious (as long as you are alive), and you can target yourself. They are stabilized when you spare them, and they become serene: until the end of the next round, they cannot take damage or regain hit points.
All living creatures who see the target's peaceful visage are intuitively aware of this serenity's effect, and can instinctively discern that the target's slumber cannot be disturbed.
A Ghostly Guide (Level 15)
By the time you reach 15th level, you are in good standing as a walker between worlds. Whenever you directly reduce a creature to 0 hit points or stabilize them, you can put them under the effect of the plane shift spell. You do not require the material component. The target is considered to be a willing creature, and you can specify their approximate destination. Even if they are serene, they regain 1 hit point upon arrival.
Soothsayer
Soothsayer (Level 3)
Those who practice farsight tend to seek definitive answers wherever they go, but Soothsayers act on intuition. All around them are widespread strings of correlation, causation, and potentiality; everyone has a role to play in their schemes. In this style, your interest in creating your own truths grants you control over fate, and you demand a grand destiny.
Sympathetic Sight
Starting at 3rd level, you can see signs of the world's potential. Before a long rest, you can name a creature and dream vaguely of their possibilities. Then, over the course of a short rest, you can teach them one skill, weapon, or tool proficiency by explaining how they acted in your dreams. As long as they are willing, they find this lesson to be effortless, as you ensure that it comes naturally to them. If they were already permanently proficient in a given skill or tool, you can teach them to double their proficiency bonus for ability checks pertaining to it. This lesson can only be completed once ever per target, and you can never teach yourself.
Additionally, you keep tabs on your pupils. At-will as an action, you can summon a sensor beside any creature you've taught through Sympathetic Sight. This sensor functions as per the clairvoyance spell, except there is no range limit, and your sensor is visible, appearing as an insignia that is symbolic of you or your ideals. You can only focus on watching over one student at a time.
Oscillating Ornithomancy
Also as of 3rd level, you know not to let your flighty chance escape you. Whenever you begin a duet step, you can conjure an aura boomerang and toss it at a Large or smaller creature or unrestrained object within 30 feet of you. Your boomerang spins intangibly within a target for the duration of the dance.
When the duet ends, the boomerang returns to you, and your target is pulled in a straight line into an unoccupied space within 5 feet of you. An unwilling creature must succeed on an Intelligence saving throw to avoid being pulled by figuring out how to remove your lure. If your target would collide with a creature, object, or hazard along the way, it is harmlessly released from flight immediately before reaching the obstacle. Your boomerang's range increases to 60 feet at 7th level, 90 feet at 11th level, and 120 feet at 15th level.
Auspicious Auspice (Level 7)
Upon reaching 7th level, you begin to preordain fortuity. A number of times equal to your proficiency bonus per long rest, when a creature that you can see (other than yourself) makes an attack, before you know the result of their roll, you can speak a prediction aloud about whether it will hit or miss. If you correctly foresee the outcome, the target's fortune is reversed: their next attack within 1 minute will have the opposite outcome, automatically hitting if you said that they would miss and automatically missing if you predicted that they would hit. You cannot use this feature on a creature whose fortune is already currently reversed by it.
Expect Eventualities (Level 11)
By 11th level, you're an expert at grooming your friends to handle tricky scenarios for you. At the end of a long rest, as you convene with any allies that have the Spellcasting feature, you can spend 10 minutes mingling your auras and edifying them about which spells they might soon have need of. If you do so, until they complete their next long rest, they can add additional spells of your choosing to their number of spells known or prepared. These spells must be of a level for which they have spell slots and must be from a spell list that is available to them. The total number of additional spells you can grant equals half your companion level (rounded down), divided as you choose among you and your allies.
Doomsayer and Messiah (Level 15)
Once you achieve 15th level, for better or worse, your practiced tampering with providence has come to fruition. When one of your duet partners forces creatures to make a saving throw, by prophesying a terrible fate, you can make a single affected creature within sight roll its saving throw at disadvantage. You regain your single usage of this feature whenever you expend a tempo point to begin a new duet.
Additionally, when an ally (other than yourself) would fail a saving throw against magic while wearing an accessory from your Counter-Curio feature, they can destroy the accessory, relinquishing its benefits and releasing its protective essence, allowing them to add a bonus to their saving throw result. This bonus equals your current number of tempo points.