Rogue
Base Class: Rogue

Originally, deathdancers were came into existance to overthrow tyrants (drow, fiendish, fey, etc).  They were usually disguised as slaves or performers, as this was the only way they could get close enough to eliminate their targets.  Each practitioner of this archetype developed specific methods of getting close to important figures that were often surrounded by powerful forces.  Since their inception, creatures with the capabilities of this subclass were often times instrumental in toppling oppressive regimes.  Drawing inspiration from bards and dark one bladesingers, they tap into the mystical arts of channeling magic through music and imitating the alluring beauty of extraplanar creatures (specifically through dance).  However, their use of rhythmic movements and arcane abilities functions as a means of closing in on their intended victims to end their lives quickly. it is rumored that the original deathdancers were Shadar-Kai whose goals were to murder their dark lord rulers.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.

Cantrips

You learn four cantrips: gust, minor illusion, thunderclap, and true strike.

Spell Slots

The Deathdancer Spellcasting table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level bard spells of your choice, two of which you must choose from the conjuration and enchantment spells on the bard spell list.

The Spells Known column of the Deathdancer Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be an conjuration or enchantment spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots, and it must be an conjuration or enchantment spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells, since you learn your spells through the imitation of extraplanar creatures and expression of magic through your death dance.. 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 bard 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

Deathdancer Spellcasting

Rogue

Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

3

3

2

—

—

—

4th

3

4

3

—

—

—

5th

3

4

3

—

—

—

6th

3

4

3

—

—

—

7th

3

5

4

2

—

—

8th

3

6

4

2

—

—

9th

3

6

4

2

—

—

10th

4

7

4

3

—

—

11th

4

8

4

3

—

—

12th

4

8

4

3

—

—

13th

4

9

4

3

2

—

14th

4

10

4

3

2

—

15th

4

10

4

3

2

—

16th

4

11

4

3

3

—

17th

4

11

4

3

3

—

18th

4

11

4

3

3

—

19th

4

12

4

3

3

1

20th

4

13

4

3

3

1

Deathdance

When you choose this archetype at 3rd level, you gain proficiency with the Performance skill if you don't already have it.
    Additionally, you can enter into a magical Deathdance, provided that you aren’t wearing medium or heavy armor or using a shield. It makes your movements more enchanting, accurate, and deadly.
    You can use a bonus action to start the Deathdance, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Deathdance at any time (no action required).
    While Deathdance is active, you gain the follow benefits:

  • You gain advantage on Charisma (Performance) checks.
  • You critically hit on a 19-20.
  • Your walking speed increases by 10 feet.
  • You gain a bonus to the first attack roll that you make on a round. The bonus equals your Charisma modifier (minimum of +1).

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Otherworldly Steps

Starting 9th level, even your quick movements become imbued with spell-like properties while using your Deathdance.  Whenever you use your Cunning Action ability while in Deathdance, you gain the following options:

  • If you Dash, you can cast the thunderclap cantrip at anytime during your movement as a part of the same action.
  • If you Disengage, you can cast the gust cantrip at the location that you start your movement as a part of the same action.
  • If you Hide, you can cast the minor illusion cantrip at the location where you end your movement as a part of the same action.
  • If you Steady Aim, you can cast the true strike cantrip instead of reducing your movement speed to 0 for the turn.

Show of Force

By 13th level, when you hit a creature with a Sneak Attack while in Deathdance, you can expend one spell slot to deal extra force damage to the target, in addition to the sneak attack damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6.

All Eyes on You

When you reach 17th level, your dance can bewilder those with untrained eyes.  Whenever you start your Deathdance, a number of unfriendly creatures equal to your Charisma modifier (minimum of 1) that can see you must make a Wisdom (Perception) check versus your Charisma (Performance) check.  All creatures that fail the check have disadvantage on Wisdom (Perception) checks and attack rolls against creatures other than yourself while they can see you for the duration of your Deathdance.

Previous Versions

Name Date Modified Views Adds Version Actions
10/16/2021 9:08:07 PM
3
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes