Cheerleader
Subclass features
Cheerleader
Level 3Encourage Your Allies with Acrobatics and Cheer
Pom-pom-wielding Cheerleaders are an essential component of siegeball games, which sell out stadiums wherever teams clash. Cheerleaders bound from the sidelines, energizing the crowd and their team with upbeat chants and daring acrobatic displays. Indeed, on some siegeball teams, the most impressive athleticism occurs on the sidelines with human pyramids.
Inspiring Chant [Dance Style]
A 10-foot Emanation of inspiration emanates from you. Whenever an ally in the Emanation fails a D20 Test, that ally can roll your Dance Die and add the number rolled to the D20, potentially turning the failure into a success. Once an ally rolls your Dance Die, it can't do so again until the start of your next turn.
Team Player
Your contagious positivity grants you the following benefits.
Cheerful
You have Advantage on saving throws you make to avoid or end the Frightened condition.
Go Team!
When you take the Help action to assist an ally with a Strength (Athletics) or Dexterity (Acrobatics) check, that ally can add your Charisma modifier to its roll.
Squad Warmup
Level 6When you begin your ValdaSpire24Extras, choose a ValdaSpire24Extras other than ValdaSpire24Extras. Each ally that can see or hear you within 10 feet of yourself gains the benefits of that ValdaSpire24Extras until the start of your next turn.
Athletic Dexterity
Level 10When you make a Strength or Constitution saving throw, you can make a Dexterity saving throw instead.
Once you use this feature, you can't use it again until you finish a Short or Long Rest. You can also restore your use of it by expending a use of your ValdaSpire24Extras (no action required).
Spirited Start
Level 14When you roll Initiative, you can give yourself and each ally that can see or hear you within 60 feet of yourself a special instance of Heroic Inspiration that vanishes after the first round of combat. A creature can have this instance of Heroic Inspiration and another instance at the same time, but can only use one Heroic Inspiration per roll.
Raw data
{
"name": "Cheerleader",
"__prop": "subclass",
"source": "ValdaSpire24Extras",
"edition": "one",
"className": "Dancer",
"shortName": "Cheerleader",
"classSource": "ValdaSpire24Extras",
"subclassFeatures": [
[
{
"name": "Cheerleader",
"type": "entries",
"level": 3,
"__prop": "subclassFeature",
"source": "ValdaSpire24Extras",
"entries": [
"{@i Encourage Your Allies with Acrobatics and Cheer}",
"Pom-pom-wielding Cheerleaders are an essential component of siegeball games, which sell out stadiums wherever teams clash. Cheerleaders bound from the sidelines, energizing the crowd and their team with upbeat chants and daring acrobatic displays. Indeed, on some siegeball teams, the most impressive athleticism occurs on the sidelines with human pyramids.",
{
"name": "Inspiring Chant [Dance Style]",
"type": "entries",
"level": 3,
"__prop": "subclassFeature",
"source": "ValdaSpire24Extras",
"entries": [
"A 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} of inspiration emanates from you. Whenever an ally in the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} fails a {@variantrule D20 Test|XPHB}, that ally can roll your Dance Die and add the number rolled to the {@dice D20}, potentially turning the failure into a success. Once an ally rolls your Dance Die, it can't do so again until the start of your next turn."
],
"className": "Dancer",
"classSource": "ValdaSpire24Extras",
"subclassSource": "ValdaSpire24Extras",
"subclassShortName": "Cheerleader"
},
{
"name": "Team Player",
"type": "entries",
"level": 3,
"__prop": "subclassFeature",
"source": "ValdaSpire24Extras",
"entries": [
"Your contagious positivity grants you the following benefits.",
{
"name": "Cheerful",
"type": "entries",
"entries": [
"You have {@variantrule Advantage|XPHB} on saving throws you make to avoid or end the {@condition Frightened|XPHB} condition."
]
},
{
"name": "Go Team!",
"type": "entries",
"entries": [
"When you take the {@action Help|XPHB} action to assist an ally with a Strength ({@skill Athletics|XPHB}) or Dexterity ({@skill Acrobatics|XPHB}) check, that ally can add your Charisma modifier to its roll."
]
}
],
"className": "Dancer",
"classSource": "ValdaSpire24Extras",
"subclassSource": "ValdaSpire24Extras",
"subclassShortName": "Cheerleader"
}
],
"className": "Dancer",
"classSource": "ValdaSpire24Extras",
"subclassSource": "ValdaSpire24Extras",
"subclassShortName": "Cheerleader"
}
],
[
{
"type": "entries",
"level": 6,
"__prop": "subclassFeature",
"header": 2,
"entries": [
{
"name": "Squad Warmup",
"type": "entries",
"level": 6,
"__prop": "subclassFeature",
"header": 2,
"source": "ValdaSpire24Extras",
"entries": [
"When you begin your {@classFeature Dance|Dancer|ValdaSpire24Extras|2}, choose a {@classFeature Dance Styles|Dancer|ValdaSpire24Extras|2||Dance Style} other than {@subclassFeature Inspiring Chant [Dance Style]|Dancer|ValdaSpire24Extras|Cheerleader|ValdaSpire24Extras|3||Inspiring Chant}. Each ally that can see or hear you within 10 feet of yourself gains the benefits of that {@classFeature Dance Styles|Dancer|ValdaSpire24Extras|2||Dance Style} until the start of your next turn."
],
"className": "Dancer",
"classSource": "ValdaSpire24Extras",
"subclassSource": "ValdaSpire24Extras",
"subclassShortName": "Cheerleader"
}
],
"className": "Dancer",
"classSource": "ValdaSpire24Extras",
"subclassSource": "ValdaSpire24Extras",
"subclassShortName": "Cheerleader"
}
],
[
{
"type": "entries",
"level": 10,
"__prop": "subclassFeature",
"header": 2,
"entries": [
{
"name": "Athletic Dexterity",
"type": "entries",
"level": 10,
"__prop": "subclassFeature",
"header": 2,
"source": "ValdaSpire24Extras",
"entries": [
"When you make a Strength or Constitution saving throw, you can make a Dexterity saving throw instead.",
"Once you use this feature, you can't use it again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending a use of your {@classFeature Dance|Dancer|ValdaSpire24Extras|2} (no action required)."
],
"className": "Dancer",
"classSource": "ValdaSpire24Extras",
"subclassSource": "ValdaSpire24Extras",
"subclassShortName": "Cheerleader"
}
],
"className": "Dancer",
"classSource": "ValdaSpire24Extras",
"subclassSource": "ValdaSpire24Extras",
"subclassShortName": "Cheerleader"
}
],
[
{
"type": "entries",
"level": 14,
"__prop": "subclassFeature",
"header": 2,
"entries": [
{
"name": "Spirited Start",
"type": "entries",
"level": 14,
"__prop": "subclassFeature",
"header": 2,
"source": "ValdaSpire24Extras",
"entries": [
"When you roll {@variantrule Initiative|XPHB}, you can give yourself and each ally that can see or hear you within 60 feet of yourself a special instance of {@variantrule Heroic Inspiration|XPHB} that vanishes after the first round of combat. A creature can have this instance of {@variantrule Heroic Inspiration|XPHB} and another instance at the same time, but can only use one {@variantrule Heroic Inspiration|XPHB} per roll."
],
"className": "Dancer",
"classSource": "ValdaSpire24Extras",
"subclassSource": "ValdaSpire24Extras",
"subclassShortName": "Cheerleader"
}
],
"className": "Dancer",
"classSource": "ValdaSpire24Extras",
"subclassSource": "ValdaSpire24Extras",
"subclassShortName": "Cheerleader"
}
]
]
}