Base Class: Rogue
There are those that live amid the Azure Way that once danced to the tune of Soto Vocan's Requiem and the death it foretold. And while in the current age they are no longer puppets to the Choir's command, they still hold close what little they can remember of the Steps of Melian
One step to avoid the light.
Two steps to close the distance.
Three steps to hide from sight.
And a fourth step to join the fight.
A fifth step ............
A sixth step ................
A Seventh step .................
Level 3: Spellcasting
You have learned to cast spells.
Cantrips. You learn three cantrips of your choice from the Bard spell list.
When you reach Rogue level 10, you learn another Bard cantrip of your choice.
Spell Slots. The Dancer Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.
| —Spell Slots per Spell Level— | |||||
|---|---|---|---|---|---|
| Rogue Level | Prepared Spells | 1 | 2 | 3 | 4 |
| 3 | 3 | 2 | — | — | — |
| 4 | 4 | 3 | — | — | — |
| 5 | 4 | 3 | — | — | — |
| 6 | 4 | 3 | — | — | — |
| 7 | 5 | 4 | 2 | — | — |
| 8 | 6 | 4 | 2 | — | — |
| 9 | 6 | 4 | 2 | — | — |
| 10 | 7 | 4 | 3 | — | — |
| 11 | 8 | 4 | 3 | — | — |
| 12 | 8 | 4 | 3 | — | — |
| 13 | 9 | 4 | 3 | 2 | — |
| 14 | 10 | 4 | 3 | 2 | — |
| 15 | 10 | 4 | 3 | 2 | — |
| 16 | 11 | 4 | 3 | 3 | — |
| 17 | 11 | 4 | 3 | 3 | — |
| 18 | 11 | 4 | 3 | 3 | — |
| 19 | 12 | 4 | 3 | 3 | 1 |
| 20 | 13 | 4 | 3 | 3 | 1 |
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 Bard or Cleric spells.
The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Dancer Spellcasting table. Whenever that number increases, choose additional Bard or Cleric spells until the number of spells on your list matches the number in the Arcane Trickster Spellcasting table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Rogue, your list of prepared spells can include five Bard or Cleric spells of level 1 or 2 in any combination.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Bard or Cleric spells for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your Bard and Cleric spells.
Level 3: Chakra Awareness and Manipulation
- When allies are within 120ft you know when they become Bloodied(50%HP) and Critical(10%HP)
- 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 long 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.
Maximum amount of usable hit die increases to 5 at 7th Level, 8 at 10th level, 12 at 14th level, and 17 at 19th level.
Level 9: Dance: Of Life
- Your movement speed increases by 15 ft.
In addition, as a bonus action 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, Cure Wounds, 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 Cure Wounds spell at the minimum spell level without expending a spell slot. You do not require a verbal component. You may do so without expending a spell slot a number of times equal to your proficiency bonus per long rest. You may replace Cure Wounds with Mass Healing Word at 12th Level and may replace Mass Healing Word with Mass Cure Wounds at 17th 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. You may begin begin a dance a number of times equal to your proficiency bonus per long rest.
Level 13: Dance: Between Life and Death
- You no longer trigger attacks of opportunity when leaving the threat radius of enemies.
In addition, as a bonus action 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.
Level 17: Dance: Of Death
- When you roll damage you may consume hit dice to increase damage done by the amount rolled.
- The first time you encounter an enemy in battle they become vulnerable to all damage until they have taken a single instance of damage.
In addition, as a bonus action 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. The second Sneak Attack cannot critically strike or be modified with hit die.
- You may expend 10 feet of movement to make an additional melee attack on your turn.
- On your turn you may expend 30 feet of movement to increase your AC by a value equal to your proficiency score until the beginning of your next turn.
- 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.
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