Base Class: Rogue
Restriction: Only Aarakocra, Kenku, or other avian races (subject to DM discretion) may select this subclass.
Using techniques, reagents, and special concoctions, you have changed the properties of some of your feathers. Your feathers can now act as tools, blades, and more. Because while daggers rust and tools may be taken, your feathers will be with you throughout your life.
Alchemical Treatments
3rd-level Feather Dancer feature
You gain proficiency with Alchemist's supplies.
Plume Blades
3rd-level Feather Dancer feature
You can use one of your treated feathers as a weapon. As a bonus action, you can use your free hands to pull loose feathers to use as weapons, referred to as plume blades. The plume blade is a simple melee weapon with the finesse, light, and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals slashing or piecing damage equal to 1d6 plus the ability modifier you used for the attack roll. Plume blades lose all use as weapons after 1 minute.
You can create a number of plume blades equal to double your proficiency bonus. You regain all uses of this feature after you finish a short or long rest.
Quill Picks
3rd-level Feather Dancer feature
You can use your feathers to pick locks and disarm traps. You can use your feathers as thieves' tools.
Steel Down
9th-level Feather Dancer feature
Your plume blades grow stronger and you get better at using them. You even add real blades among your plumage. Plume blades count as magical weapons and no longer take an action to draw. You also gain the Thrown Weapon Fighting style.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Blazing Feathers
13th-level Feather Dancer feature
Your skill with alchemy has improved, offering you both protection against and usage with fire. You gain resistance against fire damage. As a bonus action, you ignite the reagents on your plume blades. This lasts 1 minute, and while it is active your plume blades deal an additional 1d6 fire damage on hit. This fire damage increases by 1d6 at 17th level.
Once you use this feature, you can't do so again until you finish a short or long rest.
Explosive Feather Flechette
17th-level Feather Dancer feature
As an action, you throw up to 4 explosive feathers at any 4 points within 40 ft. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw A creature takes 20d6 fire damage, 10d6 piercing, and 10d6 slashing damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one explosion is affected only once. You take no damage from the explosions.
Once you use this feature, you can’t do so again until you finish a long rest.
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