Figure Skater The Figure Skater is a prime model of grace and athletic precsion, with the balance and charisma to pull off astonishing feats. When one fully masters the artform, their powers are virtually unrivaled in the world. Figure Skater Level Proficiency Bonus Features 1st +2 Blades of Glory, Skating Jumps 2nd +2 Speed of the Ice 3rd +2 Skating Talent 4th +2 Ability Score Improvement 5th +3 Icy Spin 6th +3 Step Sequence 7th +3 Skating Talent Feature 8th +3 Ability Score Improvement 9th +4 Snowplow Stop 10th +4 Expertise 11th +4 — 12th +4 Ability Score Improvement 13th +5 Skating Talent Feature 14th +5 — 15th +5 Skater's Entrance 16th +5 — 17th +6 Ability Score Improvement 18th +6 Skating Talent Feature 19th +6 Ability Score Improvement 20th +6 Backloading Class Features Hit Points This information determines your Figure Skater Hit Points Hit Dice: 1d8 per Figure Skater Level Hit Points at Level 1: 8 + your CON modifier Hit Points at higher levels: 1d8 + your CON modifier Proficiences This information determines your Figure Skater proficiences Armor: None Weapons: Daggers, Quarterstaffs, Ice Skates Tools: Disguise Kit, Jewler's Tools . Saving Throws: Dexterity, Charisma Skills: Choose two from: Athletics, Acrobatics, Persuassion, Performance, Sleight of Hand, Perception, and Stealth Equipment This information determines your Figure Skater starting equipment *(a) a dagger or (b) a simple weapon *(a) a Disguise Kit or (b) a set of Jewler's Tools *(a) a Diplomat's pack or (b) a Entertainer's Pack *a Skater's Outfit Blades of Glory At level 1, you gain a finesee melee weapon called Blades of Glory. They are a pair of figure skates that deal 1d8 slashing damage. Your speed increases by 10ft when wearing them. You cannot wear armor at the same time as the Blades of Glory. You may only attack with the blades if a class feature allows you to, such as performing an Axel. Skating Jumps At level 1, you learn 2 skating jumps from the list. You learn more at levels You use your Skater's Points to perform them as an action. It costs 1 point per rotation of the jump, with a minimum of 1 rotation, and a maximum of 4 rotations. You have a number of Skater's Points equal to your Charisma Modifier + your Proficiency Bonus. You regain your Skater's Points after a long rest. You must be wearing Ice Skates to perform a jump. You must move 10ft in a straight line before performing a jump. If a creature must make a saving throw, the DC is 8 + your Dexterity Modifier + your Proficiency Bonus. Toe Loop Choose a creature within 30ft of you. That creature must make a Wisdom saving throw or have disadvantage on all attack rolls against you until the end of your next turn. You may target one extra creature for every rotation above 1.

. Salchow Choose a creature within 30ft of you. That creature must make a Strength saving throw or be knocked prone. You may target one extra creature for every rotation above 1. Lutz Choose a creature within 60ft. That creature regain 1d6 hit points. The die rolled increases to a d8 with 2 rotations, a d10 with 3 rotations, and a d12 with 4 rotations. Axel Make an attack with your Ice Skates against a creature in range. You may make one more attack for every rotation above 1. Flip Choose a creature within 30ft. That creatures speed increases by 15ft until the end of their next turn. The speed bonus increases by 10ft for every rotation above 1. Loop Choose a creature within 15ft. That creature must make a Constitution saving throw, or have disadvantage on a type of saving throw of your choice until the end of your next turn. You may target one extra creature for every rotation above 1. Speed of the Ice At level 2, you have advantage on all attacks of oppurtunity, and you ignore difficult terrain when it is caused by snowy or rainy conditions. Skating Talent At level 3, you choose your Figure Skater specialization. You may choose from Single Skater, Pair Skater, or Ice Dancer. You gain an addtional Skating Talent Feature at levels 7, 13, and 18. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 17th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. . Icy Spin At level 5, as a reaction, you may enter a Biellmann spin, creating an icy shield. Your AC increases by 6 until the end of your next turn. You cannot take any actions or bonus actions or move until the end of your next turn. You may use this feature once per long rest. Step Sequence At level 6, when you take the Dash action, you also gain the effects of the Evade action, and do not provoke attacks of oppurtunity. You may use this feature a number of times equal to half your Charisma modifier rounded down. Snowplow Stop At level 9, whenever you are forced to move a certain amount by another creature, you may reduce that amount by 10ft. For example, if you were hit by Thorn Wip you would reduce the amount of distance moved by 10ft. Expertise At level 10, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Skater's Entrance At level 15, you add your Charisma modifer to your initiative bonus. You also deal an extra 1d8 cold damage on the first attack you make in combat Backloading At level 20, when you are below half of your maximum HP, the cost of all jumps decreases by 1 Skater's Point, allowing you to perform single jumps at no cost.

Skating Talent Your skating talent determines your specialization in the skating field, ranging from solo buffs, party help, or social encounters. Single Skater Spirit of the Performer At level 3, whenever you perform a jump, you may choose a number of creatures equal to the number of rotations in the jump. These creatures regain hit points equal to your Charisma Modifer. You may use this feature 3 times per long rest. Combination Jumps At level 7, whenever you perform a jump as an action, you may perform another jump of a different type with less rotations as a bonus action. Passion of the Rink At level 13, you gain proficency in Intelligence and Wisdom saving throws if you did not already have it. Olympian Soul At level 18, as an action, you may activate your Olympian Soul, becoming a shimmering creature of ice for 1 miniute. You gain 45 temporary hit points that last for 1 miniute, you gain advantage on all attacks with your Ice Skates, and the terrain within 30ft of your becomes frozen over, becoming difficult terrain for creatures of your choice. You may use this feature once per long rest. Pair Skater Skating Partner At level 3, when you roll initiative, choose a friendly creature within 30ft of you. That creature becomes your Skating Partner. When your Skating Partner takes damage, you may use your reaction to half the damage, and take that amount of damage for them. Syncronized Attack At level 7, when your Skating Partner makes an attack against a creature within your range, you may use your reaction to make an attack against that some creature. You may use this feature 2 times per long rest. Shared Soul At level 13, when you and your Skating Partner are within 500ft of each other, you may communicate telepathically. Also, if you are both target by an effect that causes you and your Skating Partner to make an Intelligence, Wisdom, or Charisma saving throw, and you pass, your Skating Partner also passes autmatically. . Savior of the Frozen At level 18, when your Skating Partner drops to 0 hit points, you instead drop to 0 hit points, and have your Skating Partner ignore the damage they took. You cannot use this feature if the creature is automatically killed by massive damage or a similar effect. You may use this feature once per long rest. Ice Dancer Charming Dance At level 3, as an action, you may perform a charming dance on your Ice Skates lasting 1 miniute. All creatures of your choice, with a maximum of 10 creatures within 60ft must make a Wisdom saving throw. If they fail, they are charmed by you for 1 hour, seeing you as an amazing performer. After 1 hour, they realize the magical effects of the dance. You may use this feature once per long rest. Inspiring Skating At level 7, when you perform a skating jump, you may choose a creature who sees your jump. That creature gains advantage on all of its attack rolls until the end of its next turn. You may use this feature once per long rest. Eye for Beauty At level 13, you gain immunity to being charmed or frightened. You also gain advantage on Wisdom (Perception) checks to see through illusions. Image of the Frost At level 18, for every creature you have charmed, you gain 10 temporary hit points. When the creature is no longer charmed by you, you lose the temporary hit points.