Base Class: Rogue
Some Rogues prefer to hide in the spotlight and amongst their allies rather than the shadows alone. These Rogues utilize their physical prowess as well as their knowledge and control of chakras they posses to protect their companions, and themselves.
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 three cantrips: mage hand and two other cantrips of your choice from the bard spell list. You learn another bard cantrip of your choice at 10th level.
Spell Slots
The Dancer 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.
The Spells Known column of the Dancer Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells 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 from any school of magic.
Spellcasting Ability
Charisma is your spellcasting ability for your Bard spells, since you inherently know the spells. 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
Dancer 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 |
Chakra Awareness and Manipulation
Starting at 3rd level you gain an awareness of how close or far from death your companions are and can halt the process or utilize it to your benefit.
- You know the current hit points and the maximum hit points of allies within 120 feet
- You learn the Shield spell. Does not count against known spells. You may cast this on allies within 60ft as a reaction. When you cast Shield this way you may grant the target 2 temporary hit points times your Rogue level until the beginning of your next turn. You may use this ability a number of times equal to 1 plus your proficiency score per short rest. Temporary hit points gained are increased to 4 hit points at level 12.
In addition, whenever you cast a spell or use an ability that restores hit points or boosts the defensive capabilities of you or you party members, you may choose one of the following:
- Have the target roll up to a maximum of 3 hit die of their own and heal that amount
- Spend up to a maximum of 3 of your own hit die and heal the target that amount
- Spend up to a maximum of 3 of your own hit die and add the amount to their next damage roll.
Dance: Of Life
At 6th level, you gain the ability to dance to your allies aid.
- You learn the Healing Word Spell
In addition, as an action once per long rest you may begin The Dance: Of Life. While the Dance continues you gain the following benefits:
- For the duration of the dance you may not take the Attack action or cast any spells except for: Healing Word, Mass Healing Word, and Mass Cure Wounds.
- For the duration of the dance you gain advantage on all Performance checks.
- While your allies are within 30ft of you and can see you, you grant them bonuses as per the Help action.
- You may use your action to cast the spell Healing Word at the minimum spell level without expending a spell slot. You do not require a verbal component.
At level 12 you may replace Healing Word with Mass Healing Word, At level 17 you may replace Mass Healing Word with Mass Cure Wounds (5th Level)
Only one "Dance" may be used at a time. A dance lasts for 1 minute or until you are rendered unconscious, restrained, or end it as a free action.
Dance: Between Life and Death
At 13th level, you gain the ability to dance through the chaos of war.
- You no longer trigger attacks of opportunity when leaving the threat radius of enemies.
In addition, as an action once per long rest you may begin The Dance: Between Life and Death. While the Dance continues you gain the following benefits:
- At the beginning of your turn, if you are conscious, you gain temporary hit points equal to you level + your Dexterity modifier.
- Any damage done by you may be transferred as healing to one ally you can see within 30 feet as long as you suffer half the damage healed.
- You may expend 5 feet of movement to escape restraints.
- You may expend 30 feet of movement to end one negative magic effect or loss of control effect on yourself.
Only one "Dance" may be used at a time. A dance lasts for 1 minute or until you are rendered unconscious, restrained, or end it as a free action.
Dance: Of Death
At 17th level, you gain the ability to dance upon the precipice of life and death.
- When you roll damage you may consume hit dice to increase damage done by the amount rolled.
- You can no longer be affected by the Restrained condition.
In addition, as an action once per long rest you may begin The Dance: Of Death. While the Dance continues you gain the following benefits:
- When this dance is begun you may regain up to 9 hit dice.
- You may not receive healing from sources other than yourself while the dance continues.
- You may benefit from the Sneak Attack feature twice per turn
- You may expend 10 feet of movement to make an additional melee attack
- You may expend 30 feet of movement to increase your AC by a value equal to your proficiency score
- If you are reduced to 0 hit points you may reduce the damage taken to 0 and instead take a Death Mark. Upon reaching three Death Marks if you take damage that would bring you to 0 HP again you die. Upon ending the dance, for each Death Mark you have, if you fall unconscious, you fail that many saving throws automatically. Death Marks may not be removed except by a long rest or the Wish spell. A long rest removes only one Death Mark. While under the effect of Death Marks, spell with effects such as Death Ward are negated.
Only one "Dance" may be used at a time. A dance lasts for 1 minute or until you are rendered unconscious, restrained, or end it as a free action.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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10/27/2023 10:33:24 PM
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1.0
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Coming Soon
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