Starting at 13th level, your mind is so accustomed to the ways of seduction that you are immune to being charmed unless you choose to not be. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower, as a 10. 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.īy 11th level, you have refined your chosen skills until they approach perfection. Starting at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. As normal, you can't increase an ability score above 20 using this feature.īeginning at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor. When you reach 4th level, and again at 8th, 12th, 14th, 16th and 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. Your choice grants you feature at 3rd, 5th, 10th, and 14th levels. Additionally, when you learn a new dance, you can choose one of the dances you know and replace it with another dance that you could learn at that level.īeginning at 3rd level, you learn the graceful movements of a college of dancers of your choice. When you gain certain dancer levels, you gain additional dances of your choice, as shown in the Dances column of the Dancer table. Your dance options are detailed at the end of the class description. You can use a costume or as a spellcasting focus for your dancer spells.Īt 2nd level, your skills in the art of dancing and grace have given you special abilities, giving you one dance of your choice. Spell attack modifier = your proficiency bonus + your Charisma modifier.Spell Save DC = 8 + your proficiency bonus + your Charisma modifier.In addition, you use your Charisma modifier when setting the saving throw DC for a dancer spell you cast and when making an attack roll with one. You use your Charisma whenever a spell refers to your spellcasting ability. Your magic comes from the beauty and elegance of your dancing and movements. Additionally, when you gain a level in this class, you can choose one of the dancer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.Ĭharisma is your spellcasting ability for your dancer spells. Each of these spells must be of a level for which you have spell slots, as shown on the table. You know five 1st-level spells of your choice from the bard spell list. The Spells Known column of the Dancer table shows when you learn more bard spells of your choice. You regain all expended spell slots when you finish a long rest. To cast one of these spells, you must expend a slot of the spell’s level or higher. The Dancer table shows how many spell slots you have to cast your spells of 1st level and higher. This bonus action can be used to take the Dash, Disengage, or Hide action.Īt 2nd level, you have learned how to harness the power of your dancing, turning your wishes and wills into pure magic. You can take a bonus action on each of your turns in combat. Your acrobatic and seductive movement allows you to move better than most. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier. ( a) A dancer's costume or ( b) an arcane focusĭancing Movement, Dancing College Feature.( a) an entertainer's pack or ( b) a diplomat's pack.( a) a rapier or ( b) a scimitar or ( c) any simple weapon.You start with the following equipment, in addition to the equipment granted by your background: Skills: Choose 3 from Acrobatics, Arcana, Deception, Intimidation, Perception, Performance, Persuasion, Sleight of Hand. Weapons: Simple Weapons, shortswords, rapiers, scimitars, whips Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Dancer level after 1st Hit Points at 1st Level: 8 + Constitution modifier Finally, choose a rapier, 2 daggers, an entertainer's pack, and a dancer's costume.Īs a Dancer you gain the following class features. Second, choose the entertainer background. First, put your highest ability score in Charisma, followed by Dexterity. You can make a dancer quickly by following these suggestions. Did they want to dance, or were they forced into it from circumstance? What drives your character to go beyond a normal dancer, and actually fight? Talk to your DM about the role dancers might have in your campaign's societies. When creating a dancer character, think about your character’s background and purpose for dancing. Only in a tavern brawl would you ever see these graceful devil's show their true colors with a blade. The swayer of the night but refined in the day.
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