{"name":"Dancer","overview":"","hitdice":"d8","hitpointsfirstlevel":"12+CON modifier","hitpointsathigherlevels":"1d8+CON modifier","armorproficiencies":"light and medium armor","weaponproficiences":"simple weapons, rapiers, dancer weapons, hand crossbow","tools":"a musical instrument and forgery kit","savingthrows":"Dexterity and Constitution","skills":"Pick two (2): Acrobatics, athletics, history, stealth, insight, deception, performance, or persuasion","equipment":"First of all, a dancer's training makes them automatically more dextrous. Add +1 to Dex. Next, a dancer starts with:\r\n[ul]\r\n[li]1 set of copper fans, wheels, or glaives[\/li]\r\n[li]one crossbow or simple melee weapon[\/li]\r\n[li]an entertainers or explorers pack[\/li]\r\n[li]a musical instrument[\/li]\r\n[li]a set of leather armor[\/li]\r\n[li]one costume[\/li]\r\n[\/ul]\r\n","spellcasting":"The Dancer Subclasses Fans and Veils can cast using solar energy. The cost of each spell is determined by level in the table below:\r\n[table]\r\n[tr]\r\n[td]Solar Energy Table[\/td]\r\n[td]Spell Level[\/td]\r\n[td]1[\/td]\r\n[td]2[\/td]\r\n[td]3[\/td]\r\n[td]4[\/td]\r\n[td]5[\/td]\r\n[td]6[\/td]\r\n[td]7[\/td]\r\n[td]8[\/td]\r\n[td]9[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Solar Energy Level[\/td]\r\n[td]Points Needed[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td][\/td]\r\n[td]2[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2[\/td]\r\n[td][\/td]\r\n[td]2[\/td]\r\n[td]3[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td][\/td]\r\n[td]2[\/td]\r\n[td]2[\/td]\r\n[td]3[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4[\/td]\r\n[td][\/td]\r\n[td]1[\/td]\r\n[td]2[\/td]\r\n[td]3[\/td]\r\n[td]4[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td][\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]3[\/td]\r\n[td]4[\/td]\r\n[td]5[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6[\/td]\r\n[td][\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]3[\/td]\r\n[td]4[\/td]\r\n[td]5[\/td]\r\n[td]6[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td][\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]3[\/td]\r\n[td]4[\/td]\r\n[td]5[\/td]\r\n[td]5[\/td]\r\n[td]7[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8[\/td]\r\n[td][\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]5[\/td]\r\n[td]5[\/td]\r\n[td]7[\/td]\r\n[td]8[\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td][\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]5[\/td]\r\n[td]5[\/td]\r\n[td]6[\/td]\r\n[td]7[\/td]\r\n[td]10[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10[\/td]\r\n[td][\/td]\r\n[td]1[\/td]\r\n[td]2[\/td]\r\n[td]2[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]4[\/td]\r\n[td]5[\/td]\r\n[td]6[\/td]\r\n[td]9[\/td]\r\n[\/tr]\r\n[\/table]\r\nThey Dancer may prepare a number of spells equal to their level plus their CHA modifier. They use CHA as their spellcasting ability. The spell list from which the Dancer can pull from is as follows:\r\n[h3]1[\/h3]\r\nBurning Hands (Fans)\r\nCatapult\r\nCause Fear\r\nCharm Person (Veils)\r\nCommand\r\nCure Wounds (Veils)\r\nDissonant Whispers\r\nEnsnaring Strike (Fans)\r\nExpeditious Retreat\r\nFeather Fall (Fans)\r\nGrease (Fans)\r\nHealing Word\r\nIce Knife\r\nJump\r\nPuppet (Fans, Veils)\r\nSanctuary (Veils)\r\nShield (Veils)\r\nSilent Image\r\nSnare\r\nSleep (Veils)\r\nTasha\u2019s Hideous Laughter (Veils)\r\n\r\n[h3]2[\/h3]\r\nBarkskin\r\nBlur\r\nCrown of Madness (Veils)\r\nEnhance Ability (Veils)\r\nFlame Blade (Fans)\r\nHold Person\r\nLesser Restoration (Veils)\r\nLevitate (Fans)\r\nMirror Image (Veils)\r\nShatter (Fans)\r\nSilence \r\n\r\n[h3]3[\/h3]\r\nAnimate Dead (Veils)\r\nBeacon of Hope\r\nCounterspell (Veils)\r\nDispel Magic (Veils)\r\nElemental Weapon (Fans)\r\nFeign Death (Fans)\r\nFlame Arrows (Fans)\r\nFly (Fans)\r\nHaste (Veils)\r\nMass Healing Word (Fans, Veils)\r\nRevivify (Veils)\r\nProtection from Energy\r\nSlow\r\nVampiric Touch (Fans)\r\nWind Wall (Fans)\r\n\r\n[h3]4[\/h3]\r\nBlack Tentacles\r\nCompulsion\r\nConfusion\r\nFire Shield\r\nFreedom of Movement\r\nGreater Invisibility\r\nStone Shape\r\nStoneskin\r\n\r\n[h3]5[\/h3]\r\nAntilife Shell\r\nCone of Cold\r\nDominate Person\r\nFlame Strike\r\nMislead\r\nSeeming\r\nTeleportation Circle\r\nTree Stride\r\nWall of Force\r\n\r\n[h3]6[\/h3]\r\nBlade Barrier\r\nCreate Undead\r\nDisintegrate\r\nFlesh to Stone\r\nIrresistible Dance\r\nMass Suggestion\r\nSunbeam\r\nWind Walk\r\n\r\n[h3]7[\/h3]\r\nArcane Sword\r\nEtherealness\r\nFinger of Death\r\nPlane Shift\r\nTeleport\r\n\r\n[h3]8[\/h3]\r\nAntipathy\/Sympathy\r\nClone\r\nEarthquake\r\nGlibness\r\nPower Word Stun\r\n\r\n[h3]9[\/h3]\r\nShapechanger\r\nPower Word Kill\r\nPrismatic Wall\r\n[h2]Adrenaline (Wheels)[\/h2]\r\nThe Wheels dancer cannot cast spells, however gains points of adrenaline from completing finishes instead. When you successfully complete a finish, you may expend a point of Adrenaline to add 1d10 slashing dmg to a single target in your finishing move's range. You may expend as many points of adrenaline as (steps in your current dance - 1) + (number of finishes you have done in the last ten minutes.\r\n\r\nAt level 5, Adrenaline! becomes Adrenaline!!! You may now expend up to 3 points of adrenaline when you make a finish, unless you can expend more using the above method. If you expend more than 3 points at once, you gain half of the points back on a hit, and deal an additional 1d8 Cold dmg for each point spent.\r\nAt level 20, Adrenaline!!! becomes Adrenaline!!!!!!! You may now expend up to 7 points of Adrenaline when you make a finish. All of the above is still true.\r\nYou may be able to tell that the Wheel dancer has the potential to gain momentum as the dance continues for longer and longer.","features":"[h3]Dance Partner[\/h3]\r\nTwice per long rest, you can use a BA to designate someone as your dance partner.\r\n[h3]Standard Dance, Step, and Finish[\/h3]\r\nThe Dancer's default status while in combat is the [b]Standard Dance[\/b], and this only changes if the Dancer uses a BA to initiate a different dance. Every time the dancer or dance partner makes a successful attack or signature move, or hits with a spell attack roll, they gain one step in the Standard Dance.\r\n\r\nWhen you have 2 or more steps, you can execute a [b]Standard Finish [\/b]as an action. It does (weapon damage) + (DEX Mod) dmg with the damage type of your weapon to all designated targets within 20 ft.\r\nAt level 2, you gain 1 point of solar energy or 1 point of adrenaline from a successful standard finish (you hit at least 1 target).\r\nAt level 3, you do an additional die of damage according to your weapon's stats per 2 steps in your dance when you execute the finish. (Example: 2 steps = 2dX dmg, 4 steps= 3dX dmg, 6 steps= 4dX dmg, etc.)\r\nAt level 5, your finish deals 3dX dmg by default. It deals and additional die of dmg for each 2 steps in your dance upon execution. You also gain 2 Standard steps per successful attack by you, but not your partner.\r\n[h3]Technical Dance, Step, and Finish[\/h3]\r\nThe Dancer can use a BA to initiate a [b]Technical Dance.[\/b] The dance starts with 0 steps. While doing a technical dance, you gain two steps per hit from your or your dance partner;however, if you miss a step, you dance ends, and becomes a basic dance with 0 steps. When you have two steps, you may use an Action to perform a [b]Technical Finish[\/b]. It does (weapon damage) + 2X(Dex Mod) damage in the type of your weapon. You gain 2 points of Solar energy for a Successful Techinical Finish.\r\n\r\nAt level 6, you get 3 steps per hit from you or your partner. Round down to an even number upon a finish.\r\nAt level 8, you do an additional die of damage for each 2 steps expended.\r\nAt level 10, you gain 3 points of solar energy upon a successful finish. Round up to an even number immediately before execution.\r\nAt level 12, you can miss one step without collapsing to a basic dance.\r\n[h2]Signature Moves[\/h2]\r\n\r\nAs a Dancer, you have several opportunities to learn [b]Signature Moves[\/b], or special maneuvers in your dance that actively or passively enhance the performance. Whenever you have the opportunity, you may pick from this list:\r\n\r\n\u2022 \u201cA tierre\u201d- the dancer touches the ground to find balance\r\nAs a BA, the dancer gains advantage on their next saving throw (within 10 min)\r\n[br]\r\n\r\nThis formatting suggests some Aesthetic options for the same ability:\r\n[br]\r\n\r\n\u2022 \u201cAmague\u201d- the dancer feints to one side before changing direction\r\n[br]\r\n\u2022 \u201cAvel\u201d \u2013 the dancer suddenly jumps while tucking\r\n[br]\r\n\u2022 \u201cAmbre\u201d \u2013 the dancer dramatically bends the body and limbs\r\n[br]\r\n\u2022 \u201cCiseaux\u201d \u2013 the dancer jumps and kicks like a giant scissor\r\nAs a reaction, but before the dancer knows if an attack roll succeeds, the dancer can evade an attack (1\/short rest)\r\n[br]\r\n\u2022 \u201cArraste\u201d-the dancer grabs and pulls the legs of a foe\r\n[br]\r\n\u2022 \u201cBarrida\u201d-the dancer sweeps the legs of a foe\r\nThe dancer uses a BA to attempt to knock a target prone, causing a DEX saving throw. Range: 5ft\r\n[br]\r\n\u2022 \u201cAllonge\u201d- the dancer makes a long line in movement.\r\nThe dancer may now use the dash action to move up to 1.5X their speed\r\n[br]\r\n\u2022 \u201cEntrechat\u201d (veil only)- a dialogue between dancers\r\nThe dancer can use \u201ctongues\u201d as a free action once per long rest without expending solar energy.\r\n[br]\r\n\u2022 \u201cFouette\/patadas\u201d (wheels only)- kicks\r\nThe dancer can once per long rest relocate a target of their choice up to 10 feet from their original position so long as they do not collide with anything on the way on in their new position.\r\n[br]\r\n\u2022 \u201cRulo\u201d (fans only)- the dancer curls their body\r\nThe dancer, once per long rest, uses charm person as a free action without using solar energy.\r\n[br]\r\n\u2022 \u201cParadas\u201d (veil only)- the dancer sets both feet down and comes to a stop\r\nThe dancer confuses a target that can see them by using an action to stop inanely. They make a CHA saving throw, or lose an action, or a bonus action if they succeed the saving throw. The dancer gains a point of solar energy if they succeed.\r\n[br]\u2022 \u201cFreeze\u201d (wheels only)- the dancer ceases all movement suddenly\r\nTwice per long rest, the dancer can shake off all movement-restraining status effects as a reaction.\r\n[br]\r\n\u2022 \u201cKaholo\u201d (fans only)-a hula step\r\nThe dancer (2\/short rest) uses a bonus action to attempt to give a target disadvantage on attack rolls for 10 minutes, making a CHA saving throw. Range: 30ft\r\n[br]\r\n\u2022 \u201cSword Dance\u201d (wheels only)- a highly aggressive and sharp dance with movements that cut through the air\r\nThe dancer uses an action to initiate the sword dance. Each attack that the dancer can gain adrenaline from that does damage will gain 1d6 piercing damage per dancer level minus 1 (at least 1d6) for 10 minutes or until the dancer misses an attack roll.\r\n[br]\r\n\u2022 \u201cZumba\u201d (veils only)- a type of high intensity cardio-style dance that focusses on burning calories.\r\nThe dancer uses an action to begin leading a Zumba class, and all living targets within 60 feet will make a CHA saving throw. If they fail, they will uncontrollably begin to imitate your dance steps to the best of their ability (mostly likely poorly unless they themselves are dancers or have been to 3-4 classes before). They will be unable to move from their position or make physical movements other than those they imitate until the dancer uses a free action to stop dancing. The dancer also cannot make physical movements for the duration.\r\n[br]\r\n\u2022 \u201cSacadas\u201d \u2013 the dancer changes the move midstep\r\nThe dancer uses a reaction to a failed attack to try again with a different attack (2\/short rest)\r\n[br]\r\n\u2022 \u201cArabesque\u201d \u2013 one-legged\r\nJust as the dancer can hop one legged, the also may wield two handed weapons with one hand.\r\n[br]\r\n\u2022 \u201cAssemble\u201d \u2013 bringing the feet together\r\nThe dancer can double the damage of a one-handed weapon by wielding it with two hands\r\n[br]\r\n\u2022 \u201cball change\u201d \u2013 partial transfer of weight on a foot\r\nCan make a BA melee attack with a one-handed weapon so long as they have not made a melee attack this turn.\r\n[br]\r\n\u2022 \u201cA croisee\u201d \u2013 oblique body with crossed leg\r\nCan use an action to move through difficult terrain freely\r\n[br]\r\n\u2022 \u201cEcartes\u201d \u2013 oblique body with oblique leg\r\nThe dancer can use an action to shake off encumbering effects\r\n[br]\r\n\u2022 \u201cSolar Dance\u201d \u2013 You can cast spells as though you are 1 level higher in Solar energy usage.\r\n[br]\r\n\u2022 \u201cAstral Dance\u201d \u2013 You draw energy from the stars as well as the sun, allowing you to cast spells as though you are 2 levels higher in solar energy usage. (Prereq and Replaces \u201cSolar Dance\u201d)\r\n[br]\r\n\u2022 \u201cDance of the Never-Setting Sun\u201d- You draw radiant energy from the breath itself. You may cast spells using solar energy at 3 levels higher than you normally can. (Prereq and replaces \u201cAstral Dance\u201d)\r\n[br]\r\n\u2022 Ballet 2 \u2013 The effects of your Ballet Style are doubled (Prereq: Ballet Style)\r\n[br]\u2022 Ballroom 2 \u2013 The effects of your Ballroom Dance are doubled (Prereq: Ballroom Dance Style)\r\n[br]\u2022 Kaholo Hula \u2013 The effects of \u201cKaholo\u201d become an aura with a radius of 30ft. The Spell save DC is increased by 2 from your normal DC. (prereq: Kaholo)\r\n[br]\u2022 Gran Rulo \u2013 The dancer may cast charm person OR detect thoughts as a free action without expending solar energy (prereq: Rulo, 2\/lr)\r\n[br]\u2022 Sacadas 2 \u2013 The dancer may now use this signature move 4\/lr.\r\n[br]\u2022 Premier Danseur \u2013 So long as they do not contradict, the dancer may now pick 2 where they would normally pick one\r\n[br]\r\nPick one:\r\n[br]\r\n\u2022 \u201cdrop\u201d \u2013 the dancer gives their full weight to their partner\r\nAs a reaction to taking damage from an attack, the dancer makes a CON saving throw (DC 14) to transfer the full damage to their partner. They must react before the final damage is announced.\r\n[br]\r\n\u2022 \u201cLlevada\u201d \u2013 To lift your partner\r\nAs a reaction to their partner taking damage, the dancer makes a CON saving throw (DC 14) to transfer the full damage onto themselves. They must react before the final damage is announced.\r\n[br]\r\nPick one:\r\n[br]\r\n\u2022 \u201cArch\u201d \u2013 to arch the body\r\n[br]\u2022 \u201cAssuit\u201d \u2013 to form the body as though made of metal\r\n[br]\u2022 \u201cdegage\u201d \u2013 to move from one foot to the other\r\nThe dancer gains +2 to AC\r\n[br]\r\nPick one:\r\n[br]\u2022 \u201cChasse\u201d \u2013 a trio of jazz steps in rhythm in a line\r\nThe dancer uses a BA instead of an Action to dash.\r\n[br]\r\n\u2022 \u201cFondu\u201d- folding the body by the knees\r\n[br]\u2022 \u201cplie\u201d \u2013 bending of the knees\r\n[br]\u2022 \u201cPiroutte\u201d \u2013 a one footed spin that torques the body\r\nThe dancer dodges as a BA rather than an action.\r\n[br]\r\n\u2022 \u201ctour\u201d \u2013 the dancer turns left\r\n[br]\u2022 \u201cgiro\u201d \u2013 the dancer turns right\r\n[br]\u2022 \u201cerosque\u201d \u2013 the dancer twists\r\nThe dancer may disengage as a BA rather than an action.\r\n[br]\r\n\u2022 \u201cefface\u201d \u2013 the dancer hides\r\nThe dancer may hide as a BA rather than an action\r\n[br]\r\nPick one:\r\n[br]\u2022 \u201cEn Arrier\u201d \u2013 to the back\r\nThe dancer rescues their dance partner, placing them behind themselves, or to a side of unavailable. Range 60(+lvl) ft. The partner does not suffer an attack of opportunity if applicable.\r\n[br]\r\n\u2022 \u201cEn Avant\u201d \u2013to the front\r\nThe dancer jumps to their partner, landing in front of them, or to a side if impossible. Range 60ft (+lvl)\r\n[br]\r\nPick one:\r\n[br]\r\n\u2022 \u201cBallon\u201d - suspending one\u2019s body in air\r\nThe dancer\u2019s high jump is doubled\r\n[br]\r\n\u2022 \u201cGrand Jete\u201d- a long jump!\r\nThe dancer\u2019s long jump is doubled.\r\n[br]\r\nYou may pick one type of signature Ballet Style, but not at the same time as Ballroom Dancing\r\n[br]\r\n\u2022 \u201cAdage\u201d \u2013 the slow movement\r\nThe dancer\u2019s partner always goes immediately after the dancer in initiative unless they are faster\r\n[br]\r\n\u2022 \u201cAdagio\u201d \u2013 a movement of balancing and suspension\r\nThe dancer\u2019s partner gains a +2 to attack rolls if they are weaker (lower STR). If the dancer is weaker, they gain +2.\r\n[br]\r\n\u2022 \u201cAlegrias\u201d \u2013 a gypsy dance\r\nThe dancer\u2019s partner gains +2 to attack rolls if the are slower (lower SPD). If the dancer is slower, they gain +2.\r\n[br]\r\n\u2022 \u201cAllegro\u201d \u2013 the fast movement\r\nThe dancer goes after their partner in initiative unless they are faster.\r\n[br]\r\n\u2022 \u201cTango\u201d \u2013 not a ballet. Fuck ballet.\r\nThe dancer and partner\u2019s turn in initiative are simultaneous regardless of speed. They use the dancer\u2019s roll.\r\n[br]\r\nYou may pick on style of Ballroom Dancing, but not at the same time as Ballet Style\r\n[br]\u2022 \u201cRhythm\u201d \u2013 like swing dancing!\r\nThe dancer and their partner add +2 to STR rolls, not including damage on STR weapons.\r\n[br]\r\n\u2022 \u201cSmooth\u201d \u2013 like waltz!\r\nThe dancer and their partner gain +2 to their DEX rolls, not including the damage rolls for DEX weapons.\r\n[br]\r\n\u2022 \u201cStyle Style\u201d \u2013 Like Ballroom, in general. You like it all.\r\nThe dancer and their partner gain +1 to both STR and DEX rolls, or they may add +1 to the damage of STR and DEX weapons. This is determined when the Dancer picks this trait and cannot be changed.","subclasses":"[h1]Dance Style[\/h1]\r\nAs a dancer, you adopt a particular style of dance that determines your skills and capabilities.\r\n\r\n[h1]Wheels[\/h1]\r\n\r\n\r\nYou use circular blades at close range to cut your foes into ribbons. You use your dance steps to do increasingly devastating single target attacks, but only if you don't miss.\r\n[h3]Turn and Cascade (Wheels Only)[\/h3]\r\nIf the Dancer is holding their wheels, they may at any time make a Turn attack with an Action. Regardless of how much damage your wheels normally do, a Turn deals 1d10+DEX slashing damage and gives you the \"Turning\" status on a hit.\r\n\r\nWhen the Dancer is \"Turning\" they may then make a Cascade attack with an Action. A Cascading attack is a normal weapon attack, but consumes the \"Turning\" status. On a successful hit, the Dancer gains the \"Cascading\" status as well as 1 point of adrenaline. The next Finish the Dancer makes can consume the \"Cascading\" status to do an additional 1d10 cold damage. If this status is not used within 10 minutes, it expires.\r\nAt level 11, these abilities upgrade to Flourishing Turn and Flourishing Cascade. The Dancer now gains the status \"Flourishing\" after doing a turn. The Dancer now gains 2 points of adrenaline when they gain the \"Flourished\" status. Additionally, the Dancer may hold multiple charges of \"Flourished.\" Instead of using one of these for a finish, the Dancer may expend one to attempt to turn away damage from themself onto something nearby, be it inanimate or an ally. They make a DEX save to contest the attack roll.\r\n[h3]Sweeping Glaive[\/h3]\r\nAt level 5, three times per long rest you can make any regular attack with your Dancer's Wheels a Sweeping Glaive attack. An enemy hit with this attack makes a DEX saving throw with a DC (10+Dex+Proficiency). If they fail, they fall prone.\r\nAt level 9, you may do this four times per long rest (it shares a count with Piercing Glaive), and the attack also deals and additional 1d10 cold damage.\r\n[h3]Piercing Glaive[\/h3]\r\nAt level 9, four times per long rest (it shares a count with Sweeping Glaive), you may make any regular attack with your Dancer's Wheels a [b]Piercing Glaive[\/b]\u00a0attack. If it hits, the target makes a Dex Saving throw as above. If tthey fail, the attack avoids all resistances and immunities, including immunity to non-magical weapons.\u00a0\r\n[h1]Fans[\/h1]\r\nYou use heavy battle fans to batter your foes at close and long range. You use your steps to do deadly aoe effects and harness solar energy to channel arcane forces against your foes.\r\n[h3]Fan Lock and Rain of Fans[\/h3]\r\nAt level 5, when the Dancer has 2 dance steps, they may initiate a Fan Dance as a bonus action. When they have 2 Fan Steps, they may use either [b]Fan Lock[\/b]\u00a0or [b]Rain of Fans[\/b].\r\n\r\nFan Lock- the Dancer reacts to a melee attack by blocking with their fans, then disarming their foe. They gain 1 point of solar energy.\r\nRain of Fans- The Dancer uses an action to launch a barrage of fan attacks from a distance in a 10 ft radius centered on a point. It does 1d8 per dancer level in Bludgeoning damage to all foes within the circle. The range of the attack is 120 ft.\u00a0\r\nAt level 9, when the dancer Initiates a fan dance, they do so with 1 Fan step.\r\n[h1]Veils[\/h1]\r\nYou use subtler veils to quick build solar energy to protect, heal, and buff your allies. You also are known to bewitch and bedazzle your foes.\r\n[h3]Dance of Veils and Dance of Strands[\/h3]\r\nAt level 5, if they Dancer has 2 Basic steps, they may initiate a Dance of Veils or a Dance of Strands with 0 steps.\r\n\r\nDance of Ten Veils- The Dancer is wreathed in their veils, making them hard to hit. This gives attacks against the Dancer disadvantage until they are hit or use a free action to end their dance.\r\nat level 9, this becomes the Dance of Tenhundred Veils. They become hard to see as the veils make their form blurry. This raises the Dancer's AC by 4.\r\nAt level 11, this becomes the Dance of Tenthousand Veils. No defined form is visible as the Dancer's Body is covered in moving veils. The Dancer's AC is raised by 7.\r\n\r\nDance of Gauzy Strands-The Dancer is attempting the channel solar energy. They may do basic finishes, however their Solar Energy gain is doubled until they take damage, cast a spell, or end their dance.\r\nAt level 9, this becomes the Dance of Silken Strands. They now gain triple the Solar energy they would normally gain from basic finishes.\r\nAt level 11, this becomes the Dance of Sylvan Strands. They may cast spells without ending their dance.\r\n\r\n[h2]Social Status[\/h2]\r\nAs a dancer, you also fall within a certain caste in society.\r\n[h3]Courtesan[\/h3]\r\nas a member of a noble family, you have elevated yourself by performances in court and society (choose a noble background)\r\n[ul]\r\n[li]You gain +1 CHA[\/li]\r\n[\/ul]\r\n[h3]Concubine[\/h3]\r\nYour renown as a performer and entertainer has intimately connected you with many of the right people (choose the entertainer background).\r\n[ul]\r\n[li]you have a noble patron to call on in a pinch.[\/li]\r\n[\/ul]\r\n[h3]Contractor[\/h3]\r\nYou are known for your more mercenary skills (chose criminal background).\r\n[ul]\r\n[li]You are always able to receive ample gold in your downtime by doing some contract work. This means killing, usually, if not intimidating the right people.[\/li]\r\n[\/ul]\r\n","tabledata":"","tags":"","isShared":"on","templateId":"25","blockId":"416536"}