Wayfarer Ciqueliste
Prerequisite: Brook No Delay feat, proficiency in Acrobatics, Arcana, and Athletics, must have trained with the Wayfarers Cirque, character level 7th
Features
Hit Dice: 1d8 per wayfarer cirqueliste level.
Hit Points: 1d8 (or 5) + your Constitution modifier per wayfarer cirqueliste level.
Wayfarer’s Athleticism (1st level). You can double your proficiency bonus when making Acrobatics and Athletics checks. Your base speed increases by 5 feet.
Wayfarer’s Kineticism (1st level). You can create and empower magic through movement.
Whenever you move at least 20 feet on your turn, you gain a “step” of power. If you move more than your speed on your turn (such as by taking the Dash action or flinging yourself with a trebuchet), you gain an additional step of power. This gathered power lasts until you spend it or until you finish your turn and have not moved at
least 20 feet, and you can have up to a maximum of three steps of power stored at a time.
Holding this power over a long period of time is perilous, so you only gather steps of power when you are clearly in danger. You start each encounter with zero steps of power, even if you were moving just before the encounter begins.
You can spend steps in the following ways.
- Without using an action, spend one step to gain the effects of freedom of movement until the end of your next turn.
- Without using an action, when you are endangered by something triggered by your movement like a trap or hazard, spend one step to gain advantage on a Dexterity saving throw or impose disadvantage on an attack roll against you.
- Spend one step to cast misty step as an action, or two steps to cast it as a bonus action. Instead of being transported in silvery mist, however, your departure and arrival points are marked with a harmless burst of flame that lingers in the shape of your body. Often cirquelistes will teleport in the middle of acrobatic flips, appreciating the aesthetic of leaving dramatic flaming afterimages of their movement.
- When you or an ally you can see casts a spell, spend two steps to modify that spell with one of the following sorcerer Metamagic abilities: distant, empowered, or extended. You can use your Dexterity modifier in place of your Charisma modifier for this effect.
Wayfarer’s Leap (1st level). You can cast dimension door . After you use this ability, you cannot use it again until you complete a short or long rest .
Nomadic Strike (2nd level). When you teleport within 5 feet of a creature, the first attack you make against that creature before the end of your current turn has advantage .
Sense Teleportation (2nd level). You are aware whenever a creature within 150 feet arrives or departs using teleportation, and you know the distance and direction to their origin and destination.
Wayfarer Guide (2nd level). Whenever you use an ability that lets you teleport, you can bring three extra creatures within 20 feet of you along with you, even if the ability normally only teleports you, such as misty step . After you use this ability, you cannot use it again until you complete a short or long rest .
Grand Journey (3rd level). You can cast teleportation circle . After you use this ability, you cannot use it again until you complete a short or long rest . When you gain this ability, the wayfarers typically share their full collection of sigil sequences.
Ready to Move (3rd level). You start each encounter with one “step” charged up.