Ribbonrunners turn performance into a martial discipline, using loops of silk, daring leaps, and precise footwork to control the space around them. They dart through danger, trip or distract foes, and strike from unexpected angles. Their magic is none; their spectacle comes from practice, nerve, and a weaponized sense of timing.
Mobile martial skirmisher, acrobat, and battlefield disruptor
RRibbonrunner
At a glance
Level
1
Proficiency
+2
bonus at this level
Flourish Dice
Hit die d8
PrimaryDexterityConstitution
Features
22, levels 1 to 20
1Level 1, reached
Circus-Bred
You gain proficiency in Acrobatics and Performance, and proficiency with one artisan’s tool or musical instrument of your choice. You also gain proficiency with ribbon weapons: whips and any simple melee weapon with the Light property.
Flourish Dice
You have a pool of Flourish Dice, which are d6s. You have a number of dice equal to your proficiency bonus, and regain all expended dice when you finish a Short or Long Rest. Once per turn, you can expend one die to add it to an Acrobatics check, or to the damage of a weapon attack that hits. Your dice become d8s at level 11 and d10s at level 17.
Fleet Footwork
While you aren’t wearing Medium or Heavy armor or wielding a Shield, your speed increases by 10 feet. You can move through the space of a creature at least one size larger than you, though you can’t end your move there.
3Level 3
Ribbonrunner Subclass
You gain a subclass of your choice. Your subclass grants features at levels 3, 6, 10, and 14.
Recovery Step
Your speed increases by 5 feet. In addition, standing up from Prone costs you only 5 feet of movement.
4Level 4
Ability Score Improvement
5Level 5
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
6Level 6
Impossible Footing
When you use the Disengage action, your speed increases by 10 feet until the end of the turn. You can also move across vertical surfaces and across liquids during your turn without falling, provided you end your turn on a surface that can support you.
7Level 7
Catch the Beat
When you fail a Dexterity saving throw, you can expend a Flourish Die to roll it and add the result to the save, potentially turning the failure into a success.
8Level 8
Ability Score Improvement
9Level 9
Thread the Crowd
You can move through the space of any creature, regardless of size. The first time you pass through a creature’s space on each of your turns, that creature can’t make Opportunity Attacks against you for the rest of that turn.
10Level 10
Tumbling Feint
When you hit a creature with a weapon attack, you can expend a Flourish Die to force it to make a Strength saving throw (DC 8 + your proficiency bonus + your Dexterity modifier). On a failure, you either push it up to 10 feet or knock it Prone.
11Level 11
Larger Flourish
Your Flourish Dice become d8s. Also, once on each of your turns when you deal damage with a weapon attack, you can move 5 feet without provoking Opportunity Attacks.
12Level 12
Ability Score Improvement
13Level 13
Always Ready
When you roll Initiative and have no Flourish Dice remaining, you regain one die.
14Level 14
Subclass Feature
You gain a feature from your Ribbonrunner subclass.
15Level 15
Perfect Catch
When you use Catch the Beat, you can expend no Flourish Die if the roll succeeds. You can use this benefit once per Long Rest.
16Level 16
Ability Score Improvement
17Level 17
Master Flourish
Your Flourish Dice become d10s. When you roll Initiative, you regain two expended Flourish Dice.
18Level 18
Aerial Freedom
Your speed increases by 10 feet, and you gain a Climb Speed equal to your Speed. You can use Dexterity instead of Strength for any ability check or saving throw made to resist being Grappled or to escape a Grapple.
19Level 19
Epic Boon
You gain the Ability Score Improvement feat or another feat for which you qualify. You also receive an Epic Boon feat or another feat for which you qualify.
20Level 20
Finale Without End
When you roll Initiative, you regain all expended Flourish Dice. Once on each of your turns, you can use a Flourish Dice feature without expending a die.
Core traits
Hit die
d8
Primary
DexterityConstitution
Hit points per Ribbonrunner level
Saving throwsDexterity and Charisma saving throws
ArmorLight armor.
WeaponsSimple weapons, whips, and martial weapons with the Finesse property.
ToolsOne artisan’s tool or musical instrument of your choice.
SkillsAcrobatics and Performance, plus choose two from Athletics, Deception, Insight, Perception, Sleight of Hand, and Stealth.
Skill choicesAthletics, Deception, Insight, Perception, Sleight of Hand, Stealth
ResourceFlourish Dice: a pool equal to your proficiency bonus, regained on a Short or Long Rest and improving from d6s to d8s and d10s as you advance.
MulticlassingPrerequisite: Dexterity 13. When you multiclass into Ribbonrunner, you gain proficiency in one skill from the class skill options and with whips.
Subclasses
3
Aerialist
Turn height, momentum, and daring into a weapon.
Specialized aerial maneuvers and stronger leaps
Defensive reactions while moving
A signature high-risk finale
Silk Dancer
Make every enemy look the wrong way.
Control enemies with ribbon tricks and misdirection
Protect allies by drawing attention
Create openings for coordinated attacks
Vanishing Star
Disappear from the place your foe thought you were.
Escape restraints and evade pursuit
Exploit openings with sudden strikes
Use performance to conceal intent
Playing one
What it is
Ribbonrunners turn performance into a martial discipline, using loops of silk, daring leaps, and precise footwork to control the space around them.
They dart through danger, trip or distract foes, and strike from unexpected angles. Their magic is none; their spectacle comes from practice, nerve, and a weaponized sense of timing.
How to play one
Stay mobile and make the battlefield work for you: slip past the front line, threaten vulnerable foes, and use Flourish Dice when a hit, save, or stunt truly matters.
You are durable enough to take a risk, but not built to stand still and trade blows with the toughest enemies.
Make one
Personality
I turn nervous silence into a joke, a bow, or a little flourish.
Ideal
Freedom. No one should be owned, caged, or forced to perform.
Bond
I will find the other performers who helped me escape, wherever the circus took them.
Flaw
I treat every challenge as a performance, even when subtlety would be wiser.
Quirk
Tests the tension of ropes, curtains, and straps with a practiced tug.
Personality
I turn nervous silence into a joke, a bow, or a little flourish.
I notice exits, rigging, balconies, and anything else I could climb.
I cheer loudly for other people’s small victories.
I would rather improvise than follow a plan that leaves no room to move.
Ideals
Freedom. No one should be owned, caged, or forced to perform.
Craft. A beautiful feat is worth doing well, even when nobody is watching.
Solidarity. The person in the spotlight owes care to everyone working behind it.
Bonds
I will find the other performers who helped me escape, wherever the circus took them.
My ribbons belonged to someone who trusted me; I will learn the story behind them.
I protect anyone trapped in a life they did not choose.
Flaws
I treat every challenge as a performance, even when subtlety would be wiser.
I struggle to trust anyone who offers me a contract, uniform, or locked dressing room.
I take reckless risks rather than admit that I am frightened.
Quirks
Tests the tension of ropes, curtains, and straps with a practiced tug.
Gives people theatrical stage names after meeting them.
Counts beats under her breath when crossing a dangerous space.
Uses a ribbon as a bookmark, a belt, or a distraction depending on the moment.
In the world
Training
Most Ribbonrunners begin as performers, couriers, or escape artists and learn through repetition: balance drills, falls, climbs, and weapon practice woven into choreography.
Some are formally taught by a troupe or conservatory; others develop the discipline while surviving on the road. Initiation usually means completing a dangerous live performance without abandoning a partner in trouble.
How others see them
People tend to admire Ribbonrunners as dazzling entertainers, then grow wary when they realize how easily one can get past a guard or turn a weapon aside.
Runaways may see them as symbols of hope; strict authorities often see them as difficult to contain.
Famous practitioners
RibbonrunnerMira TumblethreadA small, quick-footed escape artist whose impossible rooftop crossings inspired a generation of fugitives.
RibbonrunnerVenn RedloopA former aerialist remembered for disarming three armed guards with a single length of crimson silk.
Factions
The Unbound Troupe
A loose network of escaped performers who teach acrobatics, share safe routes, and help others disappear.
The Highwire Conservatory
A respected company of aerial performers who train bodyguards and couriers in balance, timing, and close-quarters movement.
The Painted Lanterns
A secretive guild of traveling entertainers whose members gather intelligence while entertaining powerful audiences.
Regions
The Ember Road
Traveling fair circuits, where performers teach practical balance and escape skills between shows.
The Nine Bridges
Dense canal cities, whose rooftops and mooring lines reward nimble couriers and daring performers.
The Windward Cantons
Mountain settlements where aerialists practice on cliffside platforms and suspended bridges.
Character hooks
You slipped away during a storm, but the circus’s animal keeper may have escaped with you—or may still be captive.
A noble hired your troupe for a private show; you overheard a plot that made flight your only safe choice.
You were blamed for a disastrous performance that was secretly sabotaged by the ringmaster.
You escaped with a coded ledger sewn into your costume, and several people want it back.
A fellow aerialist stayed behind to buy you time. You have no idea whether they survived.
You fled because the crowds applauded your tricks but never saw the person beneath the paint.
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