Khajiit
Darkvision 120ft: You can see in the dark, but you can't see colours in pitch blackness, only shades of grey.
Claws: Your unarmed attacks deal an extra 5 piercing damage.
Cat like Reflexes: You can use your reaction to make a Dexterity saving throw to avoid physical attacks from melee range.
Natural Bandit: You are able to use your claws as thieves' tools. You can add your proficiency modifier to any check using your claws in this way, even if you are not proficient in thieves' tools.
Feline Agility: Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you cannot use it again until you move 0 feet on one of your turns.
Dancer
- Break A Leg: You can add 3 to your initiative rolls. When you roll for initiative, you can use your reaction to grant a creature within 30 feet of you that can see you advantage on the first attack roll or ability check it makes before the end of its first turn.
Additionally, when you dance to make a Charisma (Performance) check, you are considered proficient with the skill and you can add 5 to the check.
- Dance Flares: You can use an action to captivate your audience with your enthusiasm, grace, and force of personality, performing a dazzling flare to support allies and distract foes. You know 5 of these.
- Feather Step: You have +10ft movement speed (already applied)
- Step Up: You can use your action to perform an invigorating dance that enlivens your audience. When you do, choose one creature that can see you within 30 feet of you. The creature can immediately move up to half its speed and take one action, treating it as an action it would take on its turn. Afterwords, that creature can’t benefit from this feature again until the end of its next turn.
Fighting Style (Dueling): When you are wielding a melee weapon in one
hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Flairs:
Cold Cut: You target a creature within 5 feet of you and make a Performance check contested by either a Performance or Persuasion check from the target (they choose which skill to use). If you win the contest, you push the target up to 5 feet away from you and can also knock it prone.
Fallaway Reverse: Until the start of your next turn, any creature that misses you with a melee attack falls prone.
Mesmerising Twist: An enchanting dance of the Suthay that befuddles the minds of your audience. Upon performing the flare, you can force a creature within 30 feet of you that can see you to make a Wisdom saving throw. On a failure, the creature is confused as per the effects listed in the confusion spell.
Rising Windmill: 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 1d6 bludgeoning damage. You can then leap up to an unoccupied area of your choice within half your Speed, which uses your Speed and ends the flare.
Sabre Dance: As a part of this performance, you make an attack with a weapon that has the finesse property. If you score a critical hit with this attack, you can make an additional weapon attack, as part of the same action. If an enemy provokes an opportunity attack, you can use the Sabre Dance as the attack.
Rogue
- Sneak Attack (2d6): When you attack with advantage you can apply your sneak attack bonus.
- Cunning Action: Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
- Assassinate: You are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Features & Traits