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# The Performer
##### The Performer | Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---: | 1st | +2 | Unarmored Defense, Dancing Steps | — | — | — | — | — | — | | 2nd | +2 | Spellcasting, Dancing | 2| 2| — | — | — | — | | 3rd | +2 | Dancing Colleges | 3| 3| — | — | — | — | | 4th | +2 | Ability Score Improvement | 4| 3| — | — | — | — | | 5th | +3 | Dancing Movement| 5| 4 | 2| — | —| — | | 6th | +3 | Dancing College Feature | 5| 4 | 2| — | — | — | | 7th | +3 | Uncanny Dodge | 6| 4 | 3 | — | — | — | | 8th | +3 | Ability Score Improvement | 7| 4 | 3 | — | — | — | | 9th | +4 | — | 8| 4 | 3 | 2 | — | — | | 10th | +4 | Dancing College Feature | 8| 4 | 3 | 2 | — | — | | 11th | +4 | Evasion | 9| 4 | 3 | 3 | — | — | | 12th | +4 | Ability Score Improvement | 9| 4 | 3 | 3 | — | — | | 13th | +5 | Untouched by Lust | 10| 4 | 3 | 3 | 1 | — | | 14th | +5 | Dancing College Feature | 11| 4 | 3 | 3 | 1 | — | | 15th | +5 | Fluidity of Body | 11| 4 | 3 | 3 | 2 | — | | 16th | +5 | Ability Score Improvement | 12| 4 | 3 | 3 | 2 | — | | 17th | +6 | — | 13| 4 | 3 | 3 | 3 | 1 | | 18th | +6 | Unhurt by Words | 13| 4 | 3 | 3 | 3 | 1 | | 19th | +6 | Ability Score Improvement | 14| 4 | 3 | 3 | 3 | 2 | | 20th | +6 | Godlike Beauty | 15| 4 | 3 | 3 | 3 | 2 |
#### Quick Build You can make a perfromer quickly by following these suggestions. First, put your highest ability score in Charisma, followed by Dexterity. Second, choose the entertainer background. Finally, choose a rapier, 2 daggers, an entertainer's pack, and a dancer's costume. Then, choose the entertainer background. ## Class Feature As a performer, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per dancer level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per performer level after 1st #### Proficiencies ___ - **Armor:** Light armor - **Weapons:** Simple Weapons, shortswords, rapiers, scimitars, whips - **Tools:** None ___ - **Saving Throws:** Dexterity, Charisma - **Skills:** Choose 3 from Performance, Persuasion, Deception, Intimidation, Acrobatics, Sleight of Hand, or insight. #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a rapier or *(b)* a scimitar or *(c)* any simple weapon - *(a)* 10 darts or *(b)* 2 daggers - *(a)* an entertainer's pack or *(b)* a diplomat's pack - *(a)* A dancer's costume or *(b)* an arcane focus ### Unarmored Defense While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier. ### Dancing Steps Your acrobatic and seductive movement allows you to move better than most. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash or Disengage action. \pagebreak ### Dance Magic At 2nd level, as a Dancer, when you cast a Dancer spell you ignore the verbal component of the spell. You must spend 10ft of movement when casting or maintaining any spell. This can be done by moving or dancing in place. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Dancer spell list. #### Spell Slots The Dancer table shows how many spell slots you have to cast your 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. #### Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the performer spell list. The Spells Known column of the Performer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. 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 Performer spell list, which also must be of a level for which you have spell slots. #### Spellcasting Ability Charisma is your spellcasting ability for your Performer spells. Your magic comes from the beauty and elegance of your dancing and movements. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a dancer spell you cast and when making an attack roll with one. Spell Save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier #### Spellcasting Focus You can use a costume or a spellcasting focus for your dancer spells
What about Silence? Most spellcasters shudder at the thought of being silenced as their spells require a verbal component nearly every time. As a Dancer you are able to for go the Verbal component, but that does not mean you're free from having your spells blocked. Instead, any effects which would drop your movement speed to 0ft. will instead cause your spells to be blocked.
### Dancing Also at 2nd level, the Dancer gains proficiency in the Performance skill. If you already have proficiency, you can double your proficiency bonus when making Performance checks. ### Dancing Colleges Beginning at 3rd level, you learn the graceful movements of a college of dancers of your choice. Your choice grants you feature at 3rd, 6th, 10th, and 17th levels. ### Ability Score Increase 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. As normal, you can't increase an ability score above 20 using this feature. ### Extra Attack Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Dancing Movement Beginning at 7th level, your speed increases by 10 feet while you aren't wearing heavy armor. In addition, you are no longer hindered by any magical terrain. ### Evasion Beginning at 11th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. ### Untouched by Lust 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. ### Fluidity of Body Starting at 15th level, your movements cause your body to be harder to hit when you are on the move. All opportunity attacks made against you have disadvantage. ### Unhurt by Words By 18th level, due to all of the time of you dealing with seducing words and criticism, you have grown a defense to them. You are completely immune to psychic-type damage, and your thoughts may only be detected or read if you choose to let them. ### Godlike Beauty At 20th level, your body is now the embodiment of grace and beauty. Your Charisma score increases by 4, to a maximum of 24. Additionally, your body no longer appears to age, and you cannot be aged magically, however you may still die of old age. \pagebreak
## Dancing Colleges ### Blade Dancer Dancers of the college of blades pride themselves on their combat capabilities being above most other dancers, twirling and lunging with their bodies as well as their blades. #### Bonus Proficiencies At 3rd level, when you choose this archetype, you gain proficiency in martial weapons. #### Fighting Style Starting at 3rd level, you gain access to a specific style of fighting to augment your skills. You cannot take a Fighting Style more than once, even if you can later choose again. ##### Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. ##### Mariner (UA) As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. \columnbreak ##### Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier. #### Blade Juggling Starting at 6th level, as part of the attack action, you can forgo one of the attacks to throw a light weapon into the air as part of the action. If the first attack hits, you may then make the second you had forgone using the thrown weapon as it lands in your hand, and if it hits, it counts instead as a critical hit. If the first attack misses, you you cannot make the second attack. You may only do this if you have a free hand at the time that the blade falls down into your hand. This can be done with any weapon without the two handed tag if you have the Dual Wielder feat. #### Ruler of the Blade At 10th level you have learned to apply your acrobatic skill with combat. Using your movement, you may choose a target within your normal walking distance and run to them. Then, as a bonus action, you make an Acrobatics check against the creature's AC and on a success, you jump off of them and land a distance away from the target equal to the distance you moved toward the target in any direction you choose. The target takes 2d6 plus your Dexterity modifier bludgeoning damage and must take a Dexterity saving throw. On a failure, the target is knocked prone. After performing this stunt, all attacks until the end of your next turn are made with advantage. You can use this feature a number of times equal to your Dexterity modifier (a minimum of once). You regain any expended uses when you finish a long rest. At 10th level you may also expend your full movement to make an additional attack when you take the attack action. #### Weaver of Winds At 14th level, your motions become that of a fierce and aggressive whirlwind. As an action you can begin a dance of ferocity, moving faster than the roaring winds. You can move double your movement speed and strike a number of targets up to 5 total as long as you can reach them with this speed. Make an attack roll as normal, and on a hit you deal 6d10 force damage. You cannot use this feature again until you take a long rest. ### Pit Master Dancers of the college of the emblem are those that typically have served in a mercenary band, a military group, or some other similar force, and use their dancing dances to support others on the battlefield. #### Watch Your Step Starting at 3rd level, when you choose this archetype, you gain the ability to perform the shove action as a bonus action, and may instead make a Dexterity (Acrobatics) check instead of a Strength (Athletics) check when doing so, but may only knock them prone when doing so. \pagebreak Whips count as light for you. You may also use whips to grapple a creature instead of damaging them using only one hand, leaving a free hand. The grapple is auto-applied upon a hit, and the DC afterwards is 8 + Prof. Bonus + Dexterity. You cannot attack with this whip while grappling a creature in this manner. #### Keep your Eyes on Me When you reach 6th level in this archetype, you learn to adapt your performing tricks in tricky situations. As an action you may release blinding fireworks towards enemies. Enemies must make a Constitution versus your spell save DC or be blinded until the start of your next turn. #### Taunt At 10th level, when you land an attack on a creature, as part of the attack you may attempt to taunt the creature. The creature must make a Wisdom Save against your spell save DC. If it fails, it has disadvantage attacking any other creatures besides you. It can make another saving throw at the end of its turn. Once it succeeds, it is immune to this feature for 24 hours. Your grapple with a whip now also adds the restrained condition. #### This Stage is Mine At 14th level, your performing kit is optimized for how far in the journeys you had never expected, but have adapted to. As an action you set out caltrops (should you have them) in a 10 foot radius around you. This area is considered difficult terrain for all other creatures, and all other creatures take 10 piercing damage for every 5' they move. Any creature within has disadvantage on attack rolls as they fail to get their footing, and you have advantage against them. This effect is permanent until the area is cleared away. While within the area of this effect, you can make an opportunity attack against any creature that enters your reach. You can do this once until you must short or long rest to do so again. ### The Showman #### Escape by Tongue A showman is talented with crowds, and knows how people act and respond. Showmen gain proficiency in insight, if they already have proficiency, their proficiency bonus is doubled. A Showman can use its action to gain insight on its opponent, using its charisma modifier in place of its wisdom. It has advantage if the Showman has interacted with this creature before. If it beats the creature's passive Charisma (Deception), the Showman can glean some of its strengths and/or weaknesses. This is to DM discretion and can even be scaled to how much higher the Showman rolls above the creatures passive Charisma (Deception). In addition, you or a creature you communicate these weaknesses to has advantage on its next attack roll against the creature. This can be done an amount of times equal to the Showman's Charisma modifier. #### Inspiring Performance Starting at 6th level, your performance can inspire others. As an action, you may inspire one creatures within 5 feet of you. The creature may use their reaction to move up to their movement speed, and make an action they'd normally be able to make on their turn. After using this feature, you must take a short or long rest before doing so again. #### Grace of the Silent Beginning at 10th level, you begin an intricate dance as an action, and must have and use your full movement to do so. Creatures within 30' that can see you are affected. Whenever an ally makes an attack roll or a saving throw before your dance ends, they may roll a d4 and add the number rolled to the attack roll or saving throw. When an enemy enters the area for the first time it must make a wisdom saving throw, if they fail, whenever they make an attack roll or saving throw within the dance's area before the dance ends, they must roll a d4 and subtract the number rolled. If they succeed on this saving throw they are immune to the effect from then onwards. While you perform this dance, damage taken disrupts your movements. In order to maintain the dance you must succeed a concentration check or the effect ends. The effect is also ended if your movement is reduced to 0'. You can still take all your actions as normal otherwise. After using this feature you must take a short or long rest before doing so again. #### Dance Beyond Death At 14th level, your sheer willpower pushes you past your limits, and you may burn your energy away much faster than most. At any time while conscious, and even as you are falling unconscious, you may immediately gain the benefits of a short or long rest. If it is a short rest, you must succeed on a DC 17 Constitution saving throw or suffer 1 level of exhaustion. If it is a long rest, you automatically suffer 2 levels of exhaustion. This feature cannot save you from instant death, nor does this long rest remove an exhaustion level. \pagebreak
##### 1st Level - Animal Friendship - Charm Person - Color Spray - Comprehend Languages - Cure Wounds - Disguise Self - Expeditious Retreat - Feather Fall - Healing Word - Illusory Script - Jump - Silent Image - Tasha's Hideous Laughter - Zephyr Strike ##### 2nd Level - Calm Emotions - Crown of Madness - Detect Thoughts - Enlarge/Reduce - Enthrall - Levitate - Magic Mouth - Mirror Image - Misty Step - Nystul's Magic Aura - Phantasmal Force - Rope Trick - Spider Climb - Suggestion ##### 3rd Level - Clairvoyance - Counterspell - Dispel Magic - Haste - Hypnotic Pattern - Magic Circle - Major Image - Nondetection - Tongues - Wall of Sand - Water Walk - Wind Wall ##### 4th Level - Arcane Eye - Confusion - Conjure Minor Elementals - Dimension Door - Elemental Bane - Freedom of Movement - Polymorph ##### 5th Level - Animate Objects - Legend Lore - Mass Cure Wounds - Modify Memory - Planar Binding - Scrying - Steel Wind Strike - Teleportation Circle