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Dance

The adventurer loses themself to the rhythm with a Performance or Acrobatics check.

Critical Failure. The adventurer’s moves injure someone or otherwise cause a stir, triggering a Brawl.

Failure. The adventurer suffers an injury on the dance floor and suffers disadvantage on Acrobatics and Athletics checks for the next 24 hours.

Success. Feeling limber, the adventurer gains advantage on their next Dexterity saving throw.

Critical Success. The adventurer can choose from the critical success result of the Look for Romance or Perform activities.