Capoeirista (5e Class)
Capoeirista[edit]
Capoeira is no mere dance nor simple fight; it is a tale of survival, disguised as grace. In the circle, two warriors meet, each step a heartbeat, each spin a promise of strength forged in the fires of resistance. They sway like reeds in the wind, unpredictable, untamed, yet bound by an ancient rhythm that whispers secrets of freedom. The body twists, flips, and lunges—not to conquer but to endure, to defy. Capoeira is a game, a struggle, a song written on the flesh, where every strike conceals a smile, and every dodge echoes the spirit of those who refused to bow.
Introduction to the Legend[edit]
They call him the Ghost of Freedom, though no one knows his birth name or the voice he once had as a boy. Born into chains and shadows, he grew on the dark edge of Brazil’s sunlit lands—a child who understood hunger and hurt, the weight of a world bent against him. At 14, his story began to shift when he discovered Capoeira. More than just a dance or a means of survival, it was strength disguised and defiance masked in motion, a language his captors couldn’t silence. By 18, he was no longer just a boy; he was a warrior forged by hardship and sharpened by every brutal lesson life offered him.
On a fateful night, he struck with the precision of a man who had learned to make silence a weapon, killing his master and freeing the slaves who had toiled under his cruelty. The young warrior left that place with nothing but his bare feet and an iron will, and everywhere he went, freedom followed in his steps. Word spread through the plantations and hidden towns of a man who wielded Capoeira like fire—a weapon against oppression and a gift for those who yearned to break their bonds. Though he vanished, his legend lingers like the beat of a drum, echoing in every corner where Capoeira is practiced, in every body that moves not just to fight but to remember, honoring the Ghost who once danced for freedom.
Creating a Capoeirista[edit]
Example of Capoeira |
As you create your Capoeirista, consider the following questions: What do you wish to do in life? Why did you choose to learn Capoeira? Does you character see Capoeira more as a martial art or a dance?
- Quick Build
You can make a Capoeirista quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Athlete background.
Class Features
As a Capoerista you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Capoerista level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Capoerista level after 1st
- Proficiencies
Armor: None
Weapons: None
Tools: Chosen musical instrument
Saving Throws: Dexterity and Charisma
Skills: Choose 2 of Acrobatics, Athletics, Deception, Performance, Perception, and Sleight of Hand.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Entertainer's Pack or (b) Explorer's Pack
- (a) Musical Instrument or (b) {{{item2b}}}
- If you are using starting wealth, you have 2d4 GP in funds.
Level | Proficiency Bonus |
Features | Unarmed Damage Die | Rhythm Points | Ginga movement | Move Slots |
---|---|---|---|---|---|---|
1st | +2 | Unarmored Defense, Martial Arts | 1d6 | - | - | - |
2nd | +2 | Gingado, Golpe Mortal | 1d6 | 2 | 5ft | 1 |
3rd | +2 | Escola de Ginga | 1d6 | 3 | 5ft | 1 |
4th | +2 | Ability Score Improvement, Ability Score Improvement | 1d6 | 4 | 5ft | 1 |
5th | +3 | Extra Attack | 1d8 | 5 | 5ft | 2 |
6th | +3 | — | 1d8 | 6 | 10ft | 2 |
7th | +3 | Evasion | 1d8 | 7 | 10ft | 3 |
8th | +3 | Ability Score Improvement, O Ritmo do Mundo | 1d8 | 8 | 10ft | 3 |
9th | +4 | Contra Ataque | 1d8 | 9 | 10ft | 4 |
10th | +4 | Vem pra Cima Irmão | 1d8 | 10 | 15ft | 4 |
11th | +4 | Combo Perfeito | 1d10 | 11 | 15ft | 4 |
12th | +4 | Ability Score Improvement, Esquiva Ágil | 1d10 | 12 | 15ft | 5 |
13th | +5 | Golpe Preciso | 1d10 | 13 | 15ft | 5 |
14th | +5 | Fôlego Infinito | 1d10 | 14 | 20ft | 5 |
15th | +5 | Roda de Capoeira | 1d10 | 15 | 20ft | 6 |
16th | +5 | Ability Score Improvement, Reflexos Sobrenaturais | 1d10 | 16 | 20ft | 6 |
17th | +6 | Dança da Guerra | 1d12 | 17 | 20ft | 6 |
18th | +6 | Absorver o Ritmo | 1d12 | 18 | 30ft | 7 |
19th | +6 | Ability Score Improvement, A Dança da Morte | 1d12 | 19 | 30ft | 7 |
20th | +6 | Mestre da Capoeira | 1d12 | 20 | 30ft | 7 |
Unarmored Defense[edit]
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity + your Charisma modifier.
Martial Arts[edit]
At 1st level, your practice of Capoeira has taught you to use your body and mind to deliver deadly blows. You gain the following benefits:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
- You can roll a d6 in place of the normal damage for your unarmed strikes. This die changes as you gain Capoeirista levels, as shown in the Unarmed Damage Die column of the Capoeirista table.
- You can make an unarmed strike as a bonus action.
Ginga[edit]
Your Ginga is the backbone of your art, combining the beauty of the dance with the deadly power of your strikes. At 2nd level you gain the following:
- You gain proficiency in Performance.
- As a bonus action, you can enter Ginga.
- While in Ginga, you have advantage on Dexterity checks and Dexterity saving throws.
- Your speed increases by 5 feet.
- This speed bonus increases to 10 feet at 6th level, 15 feet at 10th level, 20 feet at 14th level, and 30 feet at 18th level.
- Ginga lasts for 1 minute and can be used a number of times equal to your proficiency bonus per long rest.
Example of Ginga |
Golpe Mortal[edit]
Also at 2nd level, you gain knowledge of special and deadly moves passed down to you.
- What moves you know are represented by your Move List, which consists of 1 move, which increases to 2 moves at 5th level, to 3 moves at 7th level, 4 moves at 9th level, 5 moves at 12th level, 6 moves at 15th level, and 7 moves at 18th level.
- Once you have selected your Moves, you must spend Rhythm points in order to use each move, with the amount of points you have being equal to your level in Capoeirista.
- Rhythm Save DC = 8 + your Proficiency Bonus + Performance
- Your Rhythm points come back after a long rest.
- The moves can be found at the end of the bottom of the page
Escola de Ginga[edit]
At 3rd level, you must decide which school you wish to be a member of.
- The school can be found at the bottom of the page.
- You gain features at 3rd, 6th, 11th, and 19th levels.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack Action on your turn.
Evasion[edit]
Starting at 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity Saving Throws to take only half damage, you instead take no damage if you succeed on the Saving Throws, and only half damage if you fail.
O Ritmo do Mundo[edit]
The rhythm of the world around you begins to fill you and is released through your strikes.
- Beginning at 8th level, your unarmed strikes can deal Thunder or Bludgeoning damage.
Contra Ataque[edit]
You’ve learned to read the flow of combat, turning your enemies' attacks against them. At 9th level, you gain the following:
- When a creature misses you with a melee attack, you can use your reaction to make an unarmed strike against that creature.
- If you are in your Ginga, the attack is made with advantage.
- You can use this feature a number of times equal to your Dexterity modifier (minimum of 1), and you regain all uses after a Long Rest.
Vem pra Cima Irmão[edit]
You realize that people don’t like to come close to you anymore during fights, and that really annoys you. So you fixed it!
- At 10th level, an amount of times equal to half your Proficiency Bonus, you can bait a creature to approach you. By making a Performance check against a creature’s Wisdom save.
- On a failure, the creature will spend all of its movement to approach you and attack you, ignoring any creature in their way, even if it means going through a creature’s range.
- On a success, the creature becomes immune to this feature for the next 24hrs.
- If the creature is attacked while under the effects of this feature, the feature loses effects and the creature becomes immune to its effects for the next 24hrs.
Combo Perfeito[edit]
You’ve perfected the art of chaining strikes into a deadly sequence, exploiting the slightest openings in your enemy’s defense. At 11th level, you gain the following:
- When you hit the same target with two unarmed strikes on your turn, you can immediately make a third unarmed strike as part of the same action.
- This third attack deals an additional 1d6 damage (this increases to 2d6 at 17th level).
- You can use this feature an amount of times equal to your Proficiency Bonus per Long Rest.
Esquiva Ágil[edit]
Your movements have become so quick and unpredictable that you can dodge attacks even in the most dangerous situations. At 12th level, you gain the following:
- As a Reaction to being hit by an attack, you can force the attacker to reroll their attack roll.
- If the second roll misses, you can move up to half your movement speed without provoking Opportunity Attack.
- You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.
Golpe Preciso[edit]
You’ve developed an ability to identify critical weaknesses in your opponent’s defense, allowing you to strike with devastating accuracy.
- Starting at 13th level, once per turn, when you make an unarmed strike against a creature, you can choose to focus your attack on a weak point. Roll with advantage and add an additional 1d8 damage if the attack hits.
- If you are in Ginga, this damage increases to 1d12.
- You can use this feature a number of times equal to half your Dexterity modifier, rounded down (to a minimum of 1) per Long Rest.
Fôlego Infinito[edit]
Through rigorous training, you’ve gained mastery over your breathing and rhythm, allowing you to move and fight tirelessly.
- Beginning at 14th level, while in {{inpage|Ginga}, you regain 1 Rhythm Point at the start of every 1d4 rounds.
- Additionally, as a bonus action, you can expend 2 Rhythm Points to regain hit points equal to 1d8 + your Constitution modifier.
Reflexos Sobrenaturais[edit]
Your senses and reactions have become so finely tuned that you can react to danger in an instant, moving faster than most eyes can track.
- At 16th level, when you roll initiative, you can choose to take the Dodge action immediately as a free action, even before combat begins.
- Additionally, you gain advantage on Dexterity Save against effects you can see, such as traps and spells.
- You can use this feature once per combat.
Dança da Guerra[edit]
In battle, you move like a whirlwind, striking and defending with a rhythm that few can match. At 17th level, you gain the following benefits:
- While in Ginga, you can make an additional unarmed strike, which works similar to Extra Attack, but can be used on both a full action and a bonus action.
- Additionally, if you hit the same target with more than you strike, you can spend 1 Rhythm Point to force the target to make a Strength Save. On a failure, they are either pushed back 10 feet or knocked prone.
Absorver o Ritmo[edit]
You’ve reached a mastery level where you can draw energy from your opponents’ movements and attacks, fueling your own techniques. At 18th level, you gain the following benefits:
- When a creature within 15 feet misses you with a melee attack, you regain 1 Rhythm Point.
- Additionally, while in Ginga, when you regain a Rhythm Point from a missed attack, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). These temporary hit points last until the start of your next turn.
A Dança da Morte[edit]
You have perfected your technique to the point where each movement becomes a deadly dance, capable of turning your enemies' attacks against them. At 19th level, you gain the following:
- When you use your Dodge action while in Ginga, you can choose to make an unarmed strike against each creature that attacks you during their turn.
- Each of these attacks is made with advantage, and you add your Proficiency Bonus to the damage rolls.
- Additionally, if you reduce a creature to 0 hit points with this feature, you regain all expended Rhythm Points.
Mestre da Capoeira[edit]
At 20th level, you have learned and experienced everything there is to know about Capoeira, few have reached this level of mastery over this art. And you are one of those few.
- Your Ginga now gives you advantage on Strength, Dexterity and Wisdom Checks and Save.
- Your unarmed strikes now do an additional dice of damage (1d12>2d12, 2d12>3d12, etc.)
- Your Roda has a 30ft radius centered on yourself for 1 minute, and multiple creatures can be inside of the Roda. Additionally, only your unarmed strikes are made with advantage.
- And finally, once per long rest, you can forgo all of your attacks but one, granting your one attack a plus 5 to attack and damage for each attack you forgo (if you can attack 5 times, you gain a plus 20 to attack and damage for one attack)
Roda de Capoeira[edit]
Example of Samba de Roda |
In the roda de capoeira, warriors meet within the circle, bound by rhythm and resilience. Each movement flows like a dance, each strike a silent rebellion—where strength and grace blend, echoing the spirit of freedom and the legacy of survival.
Mestre da Arte[edit]
Beginning at 3rd level, you begin your journey through the cords.
- You start with a Corda Crua, the equivalent to a White Belt in most other mastial arts, which evolves whenever you do damage using your Unarmed Strikes and Unarmed Strikes only. Any extra damage done resulting from your Unarmed Strikes, extra damage from feat, item, spell, etc., counts. The amount of damage requirement for each Corda is as follows:
- Corda Crua-Amarela after 200 damage
- Corda Amarela after 400 damage
- Corda Amarela-Laranja after 600 damage
- Corda Laranja after 800 damage
- Corda Laranja-Azul after 1,000 damage
- Corda Azul after 1,200 damage
- Corda Azul-Verde after 1,400 damage
- Corda Verde after 1,600 damage
- Corda Verde-Roxa after 1,800 damage
- Corda Roxa after 2,000 damage
- Corda Roxa-Marrom after 2,200 damage
- Corda Marrom after 2,400 damage
- Corda Marrom-Vermelha after 2,600 damage
- Corda Vermelha after 2,800 damage
- Corda Vermelha-Branca after 3,000 damage
- Corda Branca after 3,200 damage
- Every time you achieve a new Corda, you must do all of the damage once again (i.e., in order to go from Corda Crua to Corda Branca you must deal 27,200 damage)
- Each cord after the Corda gives you a plus 1 to attack and damage, to a total of a plus 17 to both.
- Lastly, each full Corda gives you a new Move option (i.e. Corda Amarela, Corda Laranja, Corda Azul, Corda Verde, Corda Roxa, Corda Marrom, Corda Vermelha, Corda Branca)
Abrace o Ritmo[edit]
Beginning at 6th level, the music, the rhythm of the universe courses through your body.
- As an action, you can begin playing your instrument, granting you and any allies which can hear the music a d8 Inspiration dice.
- This can be used an amount of times equal to your Charisma modifier.
- You, and you alone, can benefit from this effect if you can hear any music playing, although the Inspiration dice goes from a d8 to a d6.
Malandro é Malandro[edit]
At 11th level, you mastered Malandragem, one of the foundations of Capoeira.
- While in your Ginga, you can add your charisma modifier to the damage of your unarmed strikes.
- Additionally, you gain Proficiency in Persuasion and Deception.
A Arte da Capoeira[edit]
Massive effort, dedication, blood, sweat, and tears have been poured onto your craft, you should be proud of what you accomplished. At 19th level, you achieve the following:
- Your Dexterity and Charisma increase by 2.
- Your Inspiration dice for your Abrace o Ritmo feature increase (d6>d8, d8>d10) and you can use the feature an amount of times equal to 2 times your Charisma modifier per long rest.
- During a Short Rest, you gain half of your maximum Rhythm Points back.
Moves[edit]
These are the available moves for the Capoeirista class.
- Note that some of them require you to have a certain Cord color.
Also note that this list serves only as a base line for those who wish to use the class, you can, with your DM's discretion, make your own moves using the Rhythm Points for your characters. Something I strongly recommend. Capoeira is an art, one which encourages creativity and expression. Do not restrict yourself.
Seguindo o Ritmo[edit]
You feel the Rhythm of the battle run through your body, making you faster when delivering blows.
- You can spend 1 Rhythm Point to make two unarmed strikes as a bonus action.
- When you reach Corda Laranja, you can make three unarmed strikes rather than two.
Jogo de Cintura[edit]
The Gingado makes your body feel as light as a feather, allowing you to move your body much faster than most.
- As a bonus action, you can spend 1 Rhythm Point in order to use the Dash action or the Dodge.
Vingativa[edit]
You learned how to break one's balance using your whole body.
- As an action, you can spend 2 Rhythm Points in order to make a Strength Check against another creature’s Strength Save. On a success, you can push the creature 5ft in any direction and, for one round, all attacks done against that creature have advantage.
- On a failure, however, the creature pushes you away 5ft in any direction and for one round all attacks done against you have advantage.
Example of Vingativa |
Au[edit]
Dodging is one of the foundations on Capoeira, so you have mastered its use in combat.
- As a reaction, you can spend 2 Rhythm Points in order to roll a Dexterity Save against an attack which hits you.
- On a success, you halve the damage.
Example of Au |
Chapeu de Couro[edit]
With the Rhythm going through your body, your blows are much stronger and hit much harder.
- Whenever you hit a creature, you can choose to spend 1 Rhythm Point to deal an additional 2d4 Force damage.
- This damage increases to 3d4 at Corda Amarela, and to 4d4 at Corda Verde.
Example of Chapeu de Couro |
S-Dobrado[edit]
Requirements: Corda Amarela.
Getting up after being knocked down, one of the messages of Capoeira.
- When you are knocked prone, you can, as a reaction, spend 2 Rhythm Points in order to make an unarmed strike.
- If the attack succeeds, you get up from being prone.
Example of S-Dobrado |
Armada[edit]
Requirements: Corda Laranja.
Momentum along with Rhythm are both important things, things which you have mastered.
- Whenever you hit a creature with an unarmed strike, you can spend 4 Rhythm Points in order to deal an additional 4d6 Thunder damage.
- Additionally, the creature hit must roll a Strength Save or be pushed back 10ft.
Example of Armada |
Malicia[edit]
Requirements: Corda Azul.
Faking out your opponents with flashy moves, throwing kicks with the sole purpose of bamboozling them. A mastery of the trade.
- As a bonus action, you can spend 3 Rhythm Points and roll a Performance check against an opponent’s Wisdom Save. On a success, you gain advantage on all attacks during this turn.
Rasteira[edit]
Requirements: Corda Verde.
Fighting your opponents when they can fight back is very troublesome, so having them on the ground makes it easier.
- Whenever you hit a creature with an unarmed strike, you can spend 2 Rhythm Points in order to make the creature roll a Dexterity Save, on a failure, the creature is knocked prone and takes an additional 3d4 damage.
Example of Rasteira |
Gancho[edit]
Requirements: Corda Roxa.
It's hard to fight someone when they are far away. So the Gancho is a very useful skill to know.
- As an action, you can spend 2 Rhythm Points in order to perform a Gancho.
- Gancho. Melee Weapons Attack: + Dex/Str +3 to hit, reach of 10ft, 3d12 + Dex/Str +3.
- If a creature is hit, you can pull them 5ft towards you.
Example of Gancho |
Rabo de Arraia[edit]
Requirements: Corda Marrom.
Float like a butterfly, sting like a Stingray.
- As an action, you can spend 5 Rhythm Points in order to use Rabo de Arraia.
- Rabo de Arraia. Melee Weapon Attack: + Dex/Str + 4 to hit, reach of 5ft, 4d12 + Dex/Str + 4.
- If a creature is hit, they must make a Constitution Save or be knocked prone.
Example of Rabo de Arraia |
Queixada[edit]
Requirements: Corda Vermelha.
You know the harm your art can cause upon others. Queixada is a perfect example of this.
- As an action, you can spend 10 Rhythm Points in order to use Queixada.
- Queixada. Melee Weapon Attack: + Dex/Str + 5 to hit, reach of 10ft, 6d12 + Dex/Str + 5.
- If a creature is hit, they must make a Dexterity Save or be paralyzed for 1 round.
Example of Queixada |
Meia Lua de Compasso[edit]
Requirements: Corda Branca.
Meia Lua de Compasso. A move that few use in real combat, due to its lethality. Use it wisely.
- As an action, you can spend 15 Rhythm Points in order to use Meia Lua de Compasso.
- Meia Lua de Compasso. Melee Weapon Attack: + Dex/Str + 10 to hit, reach of 10ft, 10d12 + Dex/Str + 10.
- If a creature is hit, they must make a Constitution Save or be knocked unconscious.
Example of Meia Lua de Compasso |
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into a Capoeirista, you must meet these prerequisites: Dexterity 14, Charisma 14
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