Livspoeng
Kyndigheter
Dancer
| Niva | Dyktighetsbonus | Egenskaper | Dances | Dance Die |
|---|---|---|---|---|
| 1 | + 2 | Dervish Fighting Unarmored Defense Weapon Mastery | — | — |
| 2 | + 2 | Dervish Fighting Unarmored Defense Weapon Mastery | 2 | {@dice 1d4} |
| 3 | + 2 | Dervish Fighting Unarmored Defense Weapon Mastery | 2 | {@dice 1d4} |
| 4 | + 2 | Dervish Fighting Unarmored Defense Weapon Mastery | 2 | {@dice 1d4} |
| 5 | + 3 | Dervish Fighting Unarmored Defense Weapon Mastery | 3 | {@dice 1d6} |
| 6 | + 3 | Dervish Fighting Unarmored Defense Weapon Mastery | 3 | {@dice 1d6} |
| 7 | + 3 | Dervish Fighting Unarmored Defense Weapon Mastery | 3 | {@dice 1d6} |
| 8 | + 3 | Dervish Fighting Unarmored Defense Weapon Mastery | 3 | {@dice 1d6} |
| 9 | + 4 | Dervish Fighting Unarmored Defense Weapon Mastery | 4 | {@dice 1d6} |
| 10 | + 4 | Dervish Fighting Unarmored Defense Weapon Mastery | 4 | {@dice 1d6} |
| 11 | + 4 | Dervish Fighting Unarmored Defense Weapon Mastery | 4 | {@dice 1d8} |
| 12 | + 4 | Dervish Fighting Unarmored Defense Weapon Mastery | 4 | {@dice 1d8} |
| 13 | + 5 | Dervish Fighting Unarmored Defense Weapon Mastery | 5 | {@dice 1d8} |
| 14 | + 5 | Dervish Fighting Unarmored Defense Weapon Mastery | 5 | {@dice 1d8} |
| 15 | + 5 | Dervish Fighting Unarmored Defense Weapon Mastery | 5 | {@dice 1d8} |
| 16 | + 5 | Dervish Fighting Unarmored Defense Weapon Mastery | 5 | {@dice 1d8} |
| 17 | + 6 | Dervish Fighting Unarmored Defense Weapon Mastery | 6 | {@dice 1d10} |
| 18 | + 6 | Dervish Fighting Unarmored Defense Weapon Mastery | 6 | {@dice 1d10} |
| 19 | + 6 | Dervish Fighting Unarmored Defense Weapon Mastery | 6 | {@dice 1d10} |
| 20 | + 6 | Dervish Fighting Unarmored Defense Weapon Mastery | 6 | {@dice 1d10} |
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
Kyndigheter
light
simple
Martial weapons that have the Finesse or Light property
Startutstyr
Klasseegenskaper
Dervish Fighting (Level 1)
Your graceful movements and skill with nimble weapons grant you the following benefits.
Deadly D4s
Whenever you roll damage with a weapon that deals 1d4 or 1d6 damage, you can deal 2d4 damage instead.
Extra Finesse Weapons
While wielding a weapon that deals 1d4 or 1d6 damage, it has the Finesse property for you.
Dancing with Firearms
If using a Dancer in a setting with Firearms, the Dervish Fighting feature has the following additional benefit.
Dervish Firearms
Whenever you roll damage with a weapon that deals 2d4 damage, you can deal 3d4 damage instead.
Unarmored Defense (Level 1)
While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.
Weapon Mastery (Level 1)
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Hand Crossbows.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose.
Dance (Level 2)
You can enter a flow state of Dance as a Bonus Action if you aren't wearing Heavy armor. Your Dance lasts for 1 minute, or until you have the Incapacitated condition, your Speed is 0, or you choose to stop dancing (no action required).
You can begin your Dance a number of times shown for your Dancer level in the Dances column of the Dancer features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Dance Die
Your dancing prowess is represented by a Dance Die, which is a d4. This die changes when you reach certain Dancer levels, as shown in the Dance Die column of the Dancer Features table.
Graceful Dodge
If a creature you can see hits you with an attack while your Dance is active, you can roll your Dance Die and add it to your Armor Class against this attack, potentially causing the attack to miss you.
Dance Styles (Level 2)
When you begin your Dance, choose one of the following Dance Styles. You gain the benefits of this style until your Dance ends or you switch to another one as a Bonus Action.
Agile Movement
Your movement doesn't provoke Opportunity Attacks.
Elegant Form
When you fail a Dexterity or Charisma check or a saving throw with any ability, you can add your Dance Die to the roll, potentially turning the failure into a success.
Retaliatory Swipe
When you take damage from a creature that is within 5 feet of you, the attacker takes damage equal to two rolls of your Dance Die. This damage is the same type dealt a weapon you're holding or your Unarmed Strike.
Spinning Shot
You can add your Dance Die to ranged attack rolls you make with weapons.
Nimble Start (Level 2)
Attacks against you during the first round of combat have Disadvantage.
Dancer Subclass (Level 3)
You gain a Dancer subclass of your choice. A subclass is a specialization that grants you features at certain Dancer levels. For the rest of your career, you gain each of your subclass's features that are of your Dancer level or lower.
Fast Movement (Level 3)
Your Speed increases by 10 feet while you aren't wearing Heavy armor.
Ability Score Improvement (Level 4)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Dancer levels 8, 12, and 16.
Extra Attack (Level 5)
You can attack twice instead of once whenever you take the Attack action on your turn.
Three-Target Extra Attack (Level 5)
When you take the Attack action on your turn, you can attack three times if all of your attacks are against different targets.
Subclass Feature (Level 6)
You gain a feature from your Dancer subclass.
Evasion (Level 7)
You can nimbly dodge out of the way of certain dangers. When you're 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. You can't use this feature if you have the Incapacitated condition.
Ability Score Improvement (Level 8)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Heroic Dance (Level 9)
When you begin your Dance, you can give yourself Heroic Inspiration if you don't have it.
Subclass Feature (Level 10)
You gain a feature from your Dancer subclass.
Four-Target Extra Attack (Level 11)
When you take the Attack action on your turn, you can attack four times if all of your attacks are against different targets.
Graceful Retaliation (Level 11)
Ability Score Improvement (Level 12)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Freestyle (Level 13)
When you begin your Dance, you can choose two Dance Styles instead of one. You can change one style at a time as a Bonus Action.
Subclass Feature (Level 14)
You gain a feature from your Dancer subclass.
Fierce Start (Level 15)
Whenever you deal damage to a creature with a weapon or Unarmed Strike on the first round of combat, you can add your Charisma modifier to the damage roll.
Ability Score Improvement (Level 16)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Five-Target Extra Attack (Level 17)
When you take the Attack action on your turn, you can attack five times if all of your attacks are against different targets.
Invigorating Dance (Level 18)
When you begin your Dance, you gain Temporary Hit Points equal to your Dancer level plus your Charisma modifier (minimum of 1).
Epic Boon (Level 19)
You gain an Epic Boon feat or another feat of your choice for which you qualify.
Grand Finale (Level 20)
When you take the Attack action while your Dance is active, you can perform a Grand Finale. Until the end of your turn, any attack you make that hits becomes a Critical Hit, and you can make two additional attacks as a Bonus Action. At the end of your turn, your Dance ends.
You can't use this feature on the first round of combat, and once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending two uses of your Dance (no action required).
Multiklassing
Oppnådde Kyndigheter
Underklasser
Underklasse-egenskaper
Acrobat
Acrobat (Level 3)
Strike with Gymnastic Speed and Momentum
Acrobats vault, walk tightropes, and backflip over their foes to find new angles of approach. Such Dancers often perform with circuses or work for criminal organizations, and find endless applications for their skills in dungeon-diving. Moreover, an Acrobat can convert the momentum of their gymnastics into crushing force when a foe proves otherwise intractable.
Momentum
While your Dance is active, you gain Momentum when you leave an enemy's reach and each time you move 15 feet on your turn. When you hit a creature with a weapon or an Unarmed Strike, you can expend your Momentum to deal extra damage equal to one roll of your Dance Die. This damage is the same type dealt by the weapon.
You can have only one Momentum at a time. At the end of your turn, you lose any unexpended Momentum.
Aerial Acrobat
Your superior gymnastic skill grants you the following benefits.
Charismatic Acrobatics
You gain proficiency in the Acrobatics skill. Additionally, you gain a bonus to checks using this skill equal to your Charisma modifier (minimum bonus of +1).
Aerialist
You can determine your jump distance using your Dexterity rather than your Strength.
Climber
You gain a Climb Speed equal to your Speed.
Tumbling (Level 6)
While your Agile Movement Dance Style is active, you gain the following benefits.
Fall Safely
The first time you fall each turn, reduce any damage you take from the fall by an amount equal to five times your Dancer level.
Ignore Difficult Terrain
Difficult Terrain doesn't cost you extra movement.
Speed Increase
Your Speed increases by 10 feet.
Evasive Speed (Level 10)
When you move 30 feet or more during your turn, you can take the Dodge action as a Bonus Action.
Cheerleader
Cheerleader (Level 3)
Encourage Your Allies with Acrobatics and Cheer
Pom-pom-wielding Cheerleaders are an essential component of siegeball games, which sell out stadiums wherever teams clash. Cheerleaders bound from the sidelines, energizing the crowd and their team with upbeat chants and daring acrobatic displays. Indeed, on some siegeball teams, the most impressive athleticism occurs on the sidelines with human pyramids.
Inspiring Chant [Dance Style]
A 10-foot Emanation of inspiration emanates from you. Whenever an ally in the Emanation fails a D20 Test, that ally can roll your Dance Die and add the number rolled to the D20, potentially turning the failure into a success. Once an ally rolls your Dance Die, it can't do so again until the start of your next turn.
Team Player
Your contagious positivity grants you the following benefits.
Cheerful
You have Advantage on saving throws you make to avoid or end the Frightened condition.
Go Team!
When you take the Help action to assist an ally with a Strength (Athletics) or Dexterity (Acrobatics) check, that ally can add your Charisma modifier to its roll.
Squad Warmup (Level 6)
When you begin your Dance, choose a Dance Style other than Inspiring Chant. Each ally that can see or hear you within 10 feet of yourself gains the benefits of that Dance Style until the start of your next turn.
Athletic Dexterity (Level 10)
When you make a Strength or Constitution saving throw, you can make a Dexterity saving throw instead.
Once you use this feature, you can't use it again until you finish a Short or Long Rest. You can also restore your use of it by expending a use of your Dance (no action required).
Spirited Start (Level 14)
When you roll Initiative, you can give yourself and each ally that can see or hear you within 60 feet of yourself a special instance of Heroic Inspiration that vanishes after the first round of combat. A creature can have this instance of Heroic Inspiration and another instance at the same time, but can only use one Heroic Inspiration per roll.
Contortionist
Contortionist (Level 3)
Dance with Mesmerizing Flexibility
Balancing on their shoulders and folding their body into perplexing configurations, Contortionists represent the very pinnacle of flexibility. Contortionists, with practice, can leverage their flexibility to evade attacks and respond from expected directions with the grace and lethality of a serpent.
Unnatural Grace
When you roll a 1 or 2 on a Dance Die on another creature's turn, you can take a Reaction to roll another Dance Die and add it to the roll.
When you reach Dancer level 11, you can use this feature when you roll a 1-3 on a Dice Die.
Double Joints
While your Dance is active, you have Immunity to the Grappled and Restrained conditions. Additionally, you can end the Prone condition on yourself without spending any movement.
Backbend (Level 6)
You can enter the space of a Small or larger enemy and end your turn there. While in this creature's space, you have Half Cover against attacks and effects that originate outside of your space, and the creature can't have Advantage on attack rolls against you.
Twisting Redirection (Level 10)
When a creature you can see misses you with a melee attack roll, you can take a Reaction to force the attack to target another creature other than the attacker within the attacker's reach. Use the existing attack roll against the new target's AC, dealing damage as normal on a hit.
You can take this Reaction a number of times equal to your Dexterity modifier (minimum of once). You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Reactive (Level 14)
While your Dance is active, you have an additional Reaction, which you regain at the start of each of your turns. You can't take two Reactions on the same turn. Additionally, once you take a Reaction, such as an Opportunity Attack or casting a Spell with a Reaction trigger, you can't take that Reaction again until the start of your next turn.
Courtesan
Courtesan (Level 3)
Enthrall Others with Your Grace
Dressed in finery, Courtesans are the very picture of cultured elegance. Rather than dancing like a jester for others' amusement, Courtesans leverage their unearthly grace to twist the affections of others. Most ingratiate themselves into high society, for a melodic tone and captivating glance is enough to enrapture most nobles.
Enthralling Movement [Dance Style]
When you choose this Dance Style and at the start of each of your turns while this Dance Style is active, choose a creature that can see you within 30 feet of you to make a Wisdom saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus). On a failed save, the target has the Charmed condition until the start of your next turn.
Honeyed Words
Your eloquent speech grants you the following benefits.
Proficiencies
You gain proficiency in the Deception and Persuasion skills.
Languages
You know two languages of your choice.
Sociable Start (Level 6)
During the first round of combat, you can take the Influence action as a Bonus Action and have Advantage on ability checks you make using that action.
Beguiling Charm (Level 10)
When you give a creature the Charmed condition, you can choose one of the following effects for the creature while it has the condition.
Bad Influence
The target subtracts your Dance Die from Intelligence, Wisdom, and Charisma saving throws it makes.
Friend of My Friends
The target subtracts your Dance Die from all its attack rolls.
Heartbreaker (Level 14)
Whenever a creature succeeds or fails its saving throw against your Enthralling Movement, you can deal Psychic damage to the target equal to two rolls of your Dance Die.
Danseur Macabre
Danseur Macabre (Level 3)
Raise the Dead with Your Necromantic Dance
The “Danse Macabre” is a lament, a dirge from the recently deceased that causes the spirits of the dead to stir and join in. The spectacle is one of grim frivolity—a single living person among jovial skeletons that vanish upon the danse's final note.
Only a few Dancers called “Necrodancers” or “Danseurs Macabre” learn this morbid footwork. Usually, it calls for those with a morose disposition and a fascination with death, the very same attributes that make for a fine necromancer.
Danse Macabre [Dance Style]
When you choose this Dance Style and as a Bonus Action on subsequent turns while this Dance Style is active, you can summon Skeleton Spirits in unoccupied spaces within a 30-foot Emanation. You can summon one or more Skeleton Spirits until the number of spirits equals your Charisma modifier (minimum of one). Each summoned Skeleton Spirit expends one of this feature's uses; it has a number of uses equal to your Dancer level plus your Charisma modifier. You regain all expended uses when you finish a Long Rest.
The spirits act during your turn. When you summon the spirits and as a Bonus Action on subsequent turns while this Dance Style is active, you can command each of your spirits to make an attack roll. The spirits move when you do to remain within the Emanation. Your spirits collectively share one Reaction, which a single spirit can take each round.
When this Dance Style is no longer active, your Skeleton Spirits vanish.
Skeleton Spirit
Ghoulish Calling
Your affinity for the Undead grants you the following benefits.
Darkvision
You gain Darkvision with a range of 60 feet. If you already have Darkvision when you gain this feature, its range increases by 60 feet.
Necrotic Resistance
You have Resistance to Necrotic damage.
Undead Empathy
Whenever an Undead creature attacks you, it makes a Wisdom saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus). On a failed save, its attack misses.
Dance with the Dead (Level 6)
You can cast Speak with Dead without a spell slot. Charisma is your spellcasting ability for this spell. When you cast the spell in this way, the corpse gains enough of a semblance of life to move and dance with you for the duration of the spell, if it is able. The corpse will generally move where you ask it to, but can't take actions or deal damage. You can also take a Bonus Action to change the target of the spell to a different corpse within range. You can ask a total of five questions, no matter how many corpses you target.
Once you use this feature, you can't use it again until you finish a Short or Long Rest. You can also restore your use of it by expending a use of your Dance (no action required).
Danse Fatale (Level 10)
Your Danse Macabre Dance Style improves in the following ways.
Avoidance
If one of your Skeleton Spirits is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the save and half damage if it fails. It can't use this trait if it has the Incapacitated condition.
Improved Spectral Bolt
The damage of your Skeleton Spirits' Spectral Bolt becomes 1d6 Necrotic damage.
Grim Troupe (Level 14)
When a creature you can see within 60 feet dies while your Danse Macabre Dance Style is active, you can take a Reaction to cast Create Undead targeting that creature without expending a spell slot or components. The Ghoul is under your control and uses the following rules.
Charismatic Attacks
The ghoul's attack bonus equals your Charisma modifier plus your Proficiency Bonus.
Choreographed Command
When you use the Bonus Action of your Danse Macabre Dance Style, you can command the ghouls animated by Create Undead as a part of the same Bonus Action.
Rhythmic Unlife
When your Danse Macabre Dance Style is no longer active, the ghoul dies.
Dramaturge
Dramaturge (Level 3)
Perform with Arcane Magic
Wearing extravagant costumes or archetypal masks of comedy and tragedy, Dramaturges channel the power of the stage into performative magic. Their spells manipulate minds and create illusions to bolster their performances, transforming the world around them into a great play in which they are the star.
Spellcasting
You have learned to cast spells. The information below details how you use those rules as a Dramaturge.
Cantrips
You know two cantrips of your choice from the Bard spell list (see that class's section for its list). Minor Illusion and Vicious Mockery are recommended. Whenever you gain a Dancer level, you can replace one of these cantrips with another cantrip of your choice from the Bard spell list.
When you reach Dancer level 10, you learn another Bard cantrip of your choice.
Spell Slots
The Dramaturge Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+
You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Bard spell list. Cure Wounds, Hideous Laughter, and Silent Image are recommended.
The number of spells on your list increases as you gain Dancer levels, as shown in the Prepared Spells column of the Dramaturge Spellcasting table. Whenever that number increases, choose additional spells from the Bard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Dancer, your list of prepared spells can include five Bard spells of levels 1 and 2 in any combination.
Changing your Prepared Spells
Whenever you gain a Dancer level, you can replace one spell on your list with another Bard spell for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your Bard spells.
Spellcasting Focus
You can use a Disguise Kit as a Spellcasting Focus for your Bard spells.
Thespian
Your theatrical talents grant you the following benefits.
Disguise Kits
You gain proficiency with the Disguise Kit.
Dramatic Flair
Whenever you make a Charisma (Performance) check, add your Dance Die to the roll if you don't add it already.
Spotlight [Dance Style]
Once on each of your turns, when a creature within 60 feet of you succeeds on a saving throw against one of your Bard spells while your Dance is active, you can magically create a spotlight that highlights this creature. Roll a Dance Die and subtract the number rolled from the creature's roll, potentially turning the success into a failure.
Arcane Strike (Level 6)
When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Bard cantrips that has a casting time of an action.
Comedy and Tragedy (Level 10)
You have a pair of enchanted theater masks. You can put on either your Comedy Mask or your Tragedy Mask when you finish a Short or Long Rest, granting you the following benefits until you remove the mask or replace it with the other one.
Comedy Mask
Whenever an ally you can see or hear within 60 feet of yourself regains Hit Points or gains Temporary Hit Points, you can take a Reaction to regain the same number of Hit Points or gain the same number of Temporary Hit Points, respectively.
Tragedy Mask
When an ally you can see or hear within 60 feet of yourself takes damage that causes it to become Bloodied or drop to 0 Hit Points, you can take a Reaction to gain Resistance to the damage type the ally took until you finish a Short or Long Rest or use this benefit again.
Encore (Level 14)
When you take the Attack action on your turn while your Dance is active, you can cast a spell that has a casting time of an action as a Bonus Action.
Once you use this feature, you can't use it again until you finish a Short or Long Rest. You can also restore your use of it by expending a use of your Dance (no action required).
Fencer
Fencer (Level 3)
Parry and Thrust with Lethal Poise
Postured, graceful, and utterly deadly, Fencers favor one-handed parries and thrusts to whirling Daggers and Darts. Their repertoire of movements constitute a dance of footwork and bladework that can overcome most foes with a few precise movements and pinpoint strikes.
Dueling Stance [Dance Style]
When you're holding a Melee weapon in one hand and no other weapons, you can add one roll of your Dance Die to damage rolls with that weapon.
Panache
You gain proficiency in the Persuasion skill. Additionally, you gain a bonus to checks using this skill equal to your Dexterity modifier (minimum bonus of +1).
Fencing Maneuvers (Level 6)
While your Dance is active, you can perform the following maneuvers.
Disarm
As a Bonus Action, you can attempt to disarm a creature you can see within 5 feet of you. The target makes a Strength saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus). On a failed save, it drops one item of your choice that it's holding. The object lands in a space you choose within 10 feet of the target.
En Garde
As a Bonus Action, you can goad an enemy that can see or hear you into attacking you. Until the start of your next turn, the enemy has Disadvantage on attack rolls against creatures other than you while it is within 5 feet of you. This effect ends early if your Dance ends.
Lunge
As a Bonus Action, you can increase your reach by 5 feet with weapons that lack the Two-Handed or Versatile properties until the start of your next turn. This effect ends early if your Dance ends.
Parry and Riposte (Level 10)
When you use your Graceful Dodge, you can take a Reaction to add another roll of your Dance Die to your Armor Class for this attack.
Starting at Dancer level 11, if you use this feature and the triggering attack misses you, you can use your Graceful Retaliation as a part of the same Reaction.
You can take this Reaction a number of times equal to your Dexterity modifier (minimum of once). You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Superior Flourish (Level 14)
When you score a Critical Hit or reduce an enemy to 0 Hit Points on your turn, you regain up to 15 feet of expended movement and can make one additional attack on your turn. You can make up to three such additional attacks on a single turn.
Fey Ballerina
Fey Ballerina (Level 3)
Dance With Unearthly Grace and Perfection
Perhaps the most majestic style of dance originates in the Feywild, where unending waltzes and chaotic ballets intermingle with raw threads of magic. Mortal Fey Ballerinas have proven their merits at dance to a Fey and been bequeathed with a boon: a magical pair of slippers, a charm, or another trinket that further imbues their Dance with supernatural grace.
Magic Slippers
A magical trinket from a Fey creature, such as a pair of magical slippers, grants you supernatural elegance. Difficult Terrain doesn't cost you extra movement.
Misty Waltz (Level 6)
You can cast Misty Step without expending a spell slot a number of times equal to your Charisma modifier (minimum of once). Charisma is your spellcasting modifier for this spell. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Sublime Start (Level 10)
During the first round of combat, your Speed is doubled and you automatically succeed on saving throws.
Swan Song (Level 14)
While you're Bloodied and your Dance is active, you can take a Bonus Action to begin a Swan Song. You regain Hit Points up to half your Hit Point maximum and you have Advantage on the first D20 Test you make each turn until your Dance ends.
Once you use this feature, you can't use it again until you finish a Long Rest.
Fire Dancer
Fire Dancer (Level 3)
Perform Dazzling Pyrotechnic Displays
Fire dancing features dazzling displays of torch juggling and spinning, fire eating, and fire breathing. Though these spark-throwing performances are a wonder to behold, they can easily become hazardous, unintentionally sparking a blaze or intentionally catching a foe alight.
Pyrotechnics [Dance Style]
Your weapons, Unarmed Strikes, and Dancer features can deal Fire damage or its normal damage type. Whenever you deal Fire damage and roll the highest number on any damage die, you can roll that damage die again and add it to the damage, rolling again if it is the highest number, and so on. You can add a maximum number of dice to the damage roll equal to your Charisma modifier (minimum of 1).
Flame Twirling
Your experience performing with flames grants you the following benefits.
Fire Resistance
You have Resistance to Fire damage.
Torch Juggler
For you, a lit Torch is a weapon with the following statistics.
- Weapon Category:
- Damage on a Hit:
- Properties:
- Mastery:
Fire Breather (Level 6)
As a Magic action, you can breathe flames in a 15-foot Cone. Each creature in the Cone makes a Dexterity saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus). On a failed save, a creature takes Fire damage equal to three rolls of your Dance Die plus your Dancer level. On a successful save, a creature takes half as much damage.
Once you use this feature, you can't use it again until you finish a Short or Long Rest. You can also restore your use of it by expending a use of your Dance (no action required).
Blinding Flare (Level 10)
Once on each of your turns while your Pyrotechnics Dance Style is active, when you deal damage to a creature and roll the highest number on a damage die, that target makes a Constitution saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus). On a failed save, the target has the Blinded condition until the start of your next turn.
Inferno Breath (Level 14)
Your Fire Breather feature improves in the following ways.
Ignore Resistance
The damage you deal with this feature ignores Resistance to Fire damage.
Improved Cone
You can breathe flames in a 30-foot Cone.
Burning
Each creature that fails its saving throw starts Burning. The creature takes Fire damage at the start of each of its turns equal to one roll of your Dance Die. As an action, a creature can extinguish fire on itself by giving itself the Prone condition and rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated.
Harlequin
Harlequin (Level 3)
Mock Your Foes with Acrobatic Flair
Consummate comedians, jugglers, and acrobats, Harlequins perform alongside jesters in royal courts and local taverns alike. Their usual performances feature a mix of barbed jokes at the attendees and daring knife stunts performed with an acrobatic flair. Though they draw plenty of ire from their heckling routine, their nastiest jokes can reliably earn a laugh from the crowd and take down the target a peg or two.
Jest [Dance Style]
When you choose this Dance Style and as a Bonus Action on subsequent turns while this Dance Style is active, you can choose a creature within 15 feet of yourself to mock. If the target can hear you (though it need not understand you), it has Disadvantage on the next attack roll it makes against a creature other than you before the end of its next turn.
Dagger Juggling
You've mastered the trick of juggling weapons foes, granting you the following benefits.
Juggling
Whenever you draw a weapon, you can begin to juggle a number of weapons with the Thrown property up to your Dexterity modifier (minimum of two). You count as holding all of these weapons. Attacking at long range doesn't impose Disadvantage on your attacks with weapons you are juggling.
Papercut
Whenever you roll a 1 on any damage die, you treat that result as the highest number on that die instead.
Backflip (Level 6)
When you roll a Dance Die, you can flip the die over and use the number on the bottom. Note that for a balanced die, the top and bottom numbers add up to one more than the die's largest number. Once you use this feature, you can't use it again until the start of your next turn.
You can take this Reaction a number of times equal to your Dexterity modifier (minimum of once). You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Vexing Jest (Level 10)
Your Jest Dance Style improves in the following ways.
Losing Streak
Whenever the target of your Jest misses with an attack roll, it has Disadvantage on the next attack roll it makes before the start of your next turn.
Mocking Misfortune
Until the start of your next turn, whenever the target of your Jest rolls a 20 on the d20 of a D20 Test, the roll instead becomes a 1.
Deft Fling (Level 14)
Once on each of your turns when you miss a target with an attack roll, you can make one ranged attack with a weapon you are Juggling against the same target.
Marionettist
Marionettist (Level 3)
Manipulate Others Like Puppets
Marionettists are master manipulators with magical strings. Instead of dancing themselves, they prefer to control a puppet or ensnare other creatures with their strings and compel them to dance to a new rhythm.
Familiar Doll
You can cast the Find Familiar spell but only as a Ritual. Charisma is your spellcasting ability for this spell. When you cast the spell in this way, the familiar is a Construct and resembles a puppet or marionette of your choice.
Puppet Strings [Dance Style]
When you choose this Dance Style and as a Bonus Action on subsequent turns while this Dance Style is active, choose a creature that can see you within 30 feet of you to make a Wisdom saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus). On a failed save, the target must immediately take its Reaction, if available, to make a melee attack against a creature other than itself that you mentally choose. If no creature is within the target's reach, its Reaction is wasted.
Manipulator (Level 6)
Your skill in manipulating others grants you the following benefits.
Stringed Suggestion
You can cast Suggestion as a Bonus Action without a spell slot. Charisma is your spellcasting modifier for this spell. Once you cast the spell in this way, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a use of your Dance (no action required).
Tangle of Lies
Whenever you make a Charisma (Deception) check, add your Dance Die to the roll if you don't add it already.
Heartstrings (Level 10)
When a creature fails its saving throw against your Puppet Strings, it has the Charmed condition and Disadvantage on attack rolls against your allies until the start of your next turn.
Master of Puppets (Level 14)
When a Beast or Humanoid fails its saving throw against your Puppet Strings, you can cast Dominate Beast or Dominate Person targeting the creature, respectively, without a spell slot. The target automatically fails its saving throw against the spell. Charisma is your spellcasting modifier for this feature's spells.
The spell ends early if your Puppet Strings is no longer active. Additionally, you can't use the Bonus Action of your Puppet Strings for the spell's duration.
When you reach Dancer level 15, you can use this feature to cast Dominate Monster when any creature fails its saving throw against Puppet Strings.
Once you use this feature to cast a spell, you can't do so again until you finish a Long Rest. You can also restore your use of this feature to cast Dominate Beast or Dominate Person by expending two uses of your Dance (no action required).
Mime
Mime (Level 3)
Perform a Silent Dance with Invisible Props
Silent and monochromatic performers, Mimes act out a world of invisible objects and wordless gags. Those that master this artform find that their pantomimes can drive sound from the room, imbue invisible props with solidity, and even raise invisible walls of force around their foes.
Pantomime [Dance Style]
You become magically silent and objects you are holding become Invisible. You have Advantage on the first melee attack roll you make on each of your turns.
Silent Routine
Your practice performing silently grants you the following benefits.
Mimed Communication
You can silently communicate any sentence of 10 words or fewer to a creature that can see you and understands at least one language.
Sly
You gain proficiency in the Stealth or Sleight of Hand skill.
Unseen Impact (Level 6)
Once on each of your turns, when you hit a creature with a melee attack while your Pantomime Dance Style is active, you can give the target the Prone condition or push it up to 10 feet away from you.
Invisible Wall (Level 10)
You can cast Wall of Force without expending a spell slot or spell components. Charisma is your spellcasting ability for this spell.
Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending two uses of your Dance (no action required).
Mystical Maul (Level 14)
While your Pantomime Dance Style is active, whenever you roll damage with a Melee weapon that deals 1d4 or 1d6 damage, you can deal 2d6 Force damage instead of its normal damage type.
Moonwalker
Moonwalker (Level 3)
Weightlessly Dance Through the Air
With a stylish pair of anti-gravity shoes, Moonwalkers perform a weightless Dance that defies all manner of physics. Their signature move drifts backwards, sideways, and through the air in frictionless and spellbinding style.
Zero-G Kicks
You have a pair of stylish shoes that defy gravity and grant you the following benefits.
Anti-Gravity Slide
When an enemy you can see misses you with a Melee attack, you can take a Reaction to move 10 feet without provoking Opportunity Attacks.
Feather Fall
You can cast Feather Fall on yourself without expending a spell slot. Charisma is your spellcasting modifier for this spell.
Moonwalk [Dance Style]
On your turn, you have a Fly Speed equal to your Speed if you aren't wearing Heavy armor. If you are still aloft at the end of your turn, you descend at a rate of 30 feet per round until you land unless you can stop the fall.
Frictionless Field (Level 6)
You radiate an invisible aura that alters friction in a 10-foot Emanation originating from you. Within the Emanation, creatures you choose other than yourself can move without expending movement. Any other creature other than yourself treats the Emanation as Difficult Terrain. You can dismiss the Emanation or manifest it again as a Bonus Action.
Slick Moves (Level 10)
You can cast Freedom of Movement on yourself without expending a spell slot. Charisma is your spellcasting modifier for this spell.
Ethereal Moonwalk (Level 14)
Your Moonwalk has become a supernatural staple of your Dance routine, granting you the following benefits.
Perpetual Moonwalk
While your Moonwalk Dance Style is active, you have a Fly Speed equal to your Speed. This Fly Speed doesn't end at the end of your turn.
Incorporeal Groove
When you choose the Moonwalk Dance Style, you become an ethereal blur of disco lights. You have Resistance to all damage and can move through occupied spaces as if they were Difficult Terrain. If you end your turn in such a space, you are shunted to the last unoccupied space you were in. After you take damage, you lose these benefits until the start of your next turn while this Dance Style is active.
Shadow Dancer
Shadow Dancer (Level 3)
Dance Alongside a Shadowy Duplicate
Wielding long-forgotten magic, Shadow Dancers animate their shadows to act as dance partners. This Shadowdance is a waltz performed in perfect synchronicity that can fold the darkness around them, obscuring the room or even causing the Dancer to vanish from view.
Nocturnal
| d6 | My Shadow Is... |
|---|---|
1 | The ghost of my mentor or a loved one. |
2 | A living curse from a shadow demon. |
3 | A manifestation of my darker impulses. |
4 | A type of Fey native to the Shadowfell. |
5 | The spirit of a long-dead hero. |
6 | My own, clipped from my heels by a pair of magic scissors. |
Your eyes are magically suited to darkness, granting you the following benefits.
Charismatic Stealth
You gain proficiency in the Stealth skill. Additionally, you gain a bonus to checks using this skill equal to your Charisma modifier (minimum bonus of +1).
Darkvision
You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
Shadowdance
When you begin your Dance, you can choose to replace the Graceful Dodge benefit with Shadowdance.
Shadowdance
You create a shadowy duplicate of yourself which dances alongside you in your space. When a creature hits you with an attack roll while your duplicate remains, roll your Dance Die. If it rolls a 3 or higher, the duplicate is hit instead of you and the duplicate is destroyed. A creature is unaffected by this feature if it has the Blinded condition, Blindsight, or Truesight.
The duplicate vanishes when this Dance is no longer active. Your duplicate reappears at the start of each of your turns.
Shrouded Start (Level 6)
On the first round of combat, you have the Invisible condition. The condition ends early immediately after you make an attack roll, deal damage, or cast a spell.
Umbral Escape (Level 10)
When the shadow duplicate of your Shadowdance is destroyed, you can take a Reaction to teleport up to 60 feet to an unoccupied space you can see that is entirely in Dim Light or Darkness.
Vengeful Shadow (Level 14)
When a creature destroys the shadow duplicate of your Shadowdance, lingering shadowstuff covers the creature until the end of your next turn. You have Advantage on attacks against a creature covered in shadowstuff, and whenever you hit such a creature with an attack, you deal an extra 1d6 Necrotic damage to it.
Steelsinger
Steelsinger (Level 3)
Deflect Attacks with Your Armored Dance
The “Steel Song” is a treatise on combat, detailing the stances and techniques of armed battle. Though the original manual has long since been lost to time, its practitioners have passed down the discipline down through the generations to particularly lightfooted warriors.
Steelsingers demonstrate acrobatic flourishes and mobility, even while laden with relatively bulky weapons and armor, dancing across the battlefield in a lethal cadence.
Steelsong Discipline
Your practice with the Steelsong technique grants you the following benefits.
Charismatic Athletics
You gain proficiency in the Athletics skill. Additionally, you gain a bonus to checks using this skill equal to your Charisma modifier (minimum bonus of +1).
Redirection (Level 6)
When a creature you can see hits an ally within 5 feet of you with an attack roll, you can take a Reaction to force the attack to hit you instead.
You can take this Reaction a number of times equal to your Dexterity modifier (minimum of once). You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Improved Armored Deflection (Level 10)
Your Armored Deflection Dance Style is improved in the following ways.
Improved Deflection
You can treat any roll of 1-3 on a Dance Die for your Armored Deflection die as a 4.
Prismatic Deflection
Acid, Cold, Fire, Lightning, Poison, and Thunder damage you take is also reduced. If an attack deals one of these damage types and Bludgeoning, Piercing, or Slashing damage, each damage type is reduced separately.
Retaliatory Slam (Level 14)
You can use your Redirection and Graceful Retaliation as a part of the same Reaction. When you do so, the target takes extra Bludgeoning damage equal to two rolls of your Dance Die on a hit.