Flare Descriptions
The flares are listed in alphabetical order
Allegro of Alacrity
Performing Time: 1 action
Movement: 30 feet
Duration: 1 round
You target a creature within 30 feet of you that can see you after you move. Until the start of your next turn, the creature gains an additional 10 feet of speed and it can use a bonus action on its turn to take the Dash action.
Boiling Passion
Performing Time: 1 action
Movement: 30 feet
Duration: Instantaneous
This flare inflames anger and adrenaline. When you perform this flare, you can target a creature within 30 feet of you that can see you after you move. If that creature has the Rage feature, it can enter a rage as a reaction, expending a use as detailed in the feature.
Bolstering Bolero
Performing Time: 1 action
Movement: 30 feet
Duration: 1 round
You perform this enlivening spin, granting each creature within 5 feet of you after you move, including yourself, temporary hit points equal to a roll of your flare dice + your Charisma modifier until the start of your next turn.
Cold Cut
Performing Time: 1 action
Movement: 30 feet
Duration: Instantaneous
You can force a creature within 5 feet of you after you move to make a Charisma (Performance) check contested by the creature’s Charisma (Performance) or Charisma (Persuasion) check (the target chooses the ability to use). If you win the contest, you push the target 5 feet away from you, and the target takes cold damage equal to a roll of your flare dice.
Electric Slide
Performing Time: 1 action
Movement: 30 feet
Duration: 1 round
After you finish your movement and until the start of your next turn, you gain resistance to lightning damage and each 5-foot square area you moved through becomes electrically charged. Creatures that enter one of these areas for the first time on a turn or that starts its turn there takes lightning damage equal to a roll of your flare dice. A creature that takes this damage is stunned until the start of your next turn.
Enrapturing Avant
Performing Time: 1 action
Movement: 30 feet
Duration: Instantaneous
After you move, you choose a creature within 30 feet of you that can see you. The creature has disadvantage on any saving throws it makes against being charmed or frightened until the end of your next turn.
Fallaway Reverse
Performing Time: 1 reaction, which you take when a creature misses you with a melee attack
Movement: 0 feet
Duration: Instantaneous
You force the attacking creature to make a Dexterity saving throw. On a failure, the attacking creature falls prone.
Goading Glissade
Performing Time: 1 action
Movement: 30 feet
Duration: 1 round
This infuriating flare distracts those that would dare aggress against you. Creatures you move within 5 feet of while you perform this flare must make a Wisdom saving throw. On a failure, a creature has disadvantage on attack roll made against creatures other than you until the start of your next turn.
Holistic Impetus
Performing Time: 1 action
Movement: 30 feet
Duration: Instantaneous
Quickening a creature's natural healing, you spend one of your hit die to allow any creatures within 5 feet of you that can see you after you move to spend and roll one of their hit dice. A creature regains an amount of hit points equal to the result of the roll and you regain hit points equal to the total hit points regained by each other creature. If a creature's hit points are fully restored and any hit points remain, the remainder is instead given as temporary
Mesmerizing Twist
Performing Time: 1 action
Movement: 30 feet
Duration: 1 round
After you move, you can force a creature to make a Wisdom saving throw. On a failure, the creature takes psychic damage equal to a roll of your flare dice and is confused as per the effects listed in the confusion spell
Moonwalk
Performing Time: 1 action
Movement: 30 feet
Duration: 1 round
You walk backwards in a straight line up to 30 feet, illuminating the area you move through with silvery moonlight.
Each 5-foot square you move through remains illuminated until the start of your next turn, shedding dim light out to 5 feet.
Creatures that enter the area for the first time on a turn or that start its turn there take radiant damage equal to a roll of your flare dice. A shapechanger instantly reverts to its original form and can’t assume a different form until it leaves the area.
Quick Change
Performing Time: 1 bonus action
Movement: 15 feet
Duration: Instantaneous
You instantly change out of and into any equipment you are proficient within your inventory.
Rising Windmill
Performing Time: 1 action
Movement: 0 feet
Duration: 1 round
You perform a devastating spin, which you can finish off with a deft leap. All other creatures within 5 feet of you when you spin must succeed on a Dexterity saving throw or take bludgeoning damage equal to a roll of your flare dice. You can then leap up to an unoccupied area of your choice within 15 feet, which ends the flare.
Staying Power
Performing Time: 1 action
Movement: 0 feet
Duration: Instantaneous
This flare stirs an observer's natural healing. After you move, all creatures within 10 feet of you that can see you can spend a number of hit dice of their choice, to a maximum equal to your proficiency bonus, then roll the dice. A creature regains a number of hit points equal to the result of the dice + the creature's Constitution modifier.
Succor Chassé
Performing Time: 1 bonus action
Movement: 0 feet
Duration: Instantaneous
You target a creature within 30 feet of you that can see you. If the creature is under the effects that a successful saving throw can end, the creature can immediately make a saving throw to end the effect.
Tango Flame
Performing Time: 1 action
Movement: 30 feet
Duration: 1 round
You choose a creature within 15 feet of you after you move. While the creature is within 15 feet of you and either you or the creature can see the other, the creature gains resistance to fire damage and deals an additional 1d6 fire damage when it hits with an attack until the start of your next turn.
Vision of the Muse
Performing Time: 1 reaction, which you take when one of your allies gives you a Bardic Inspiration die
Movement: 15 feet
Duration: 1 minute
You can give another creature that can see you within 60 feet after you move a Bardic Inspiration die of the same size you received, for the duration. Doing so does not subtract from your ally's uses of Bardic Inspiration.
Previous Versions
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2/19/2022 4:42:51 AM
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