Dancer's Celerity Completed
Combined, the wearer's movement speed is increased by 30ft, +10 to their Max HP, +6 to Initiative, +6 to Acrobatics, +6 to Athletics, +6 to Perception and Passive Perception, +1 to Spell Save DC, and +1 to Hit with Melee Weapon Attacks or Unarmed Strikes.
Full Set Ability — Afterimage Assault
As a bonus action, you wreathe yourself in geometric echoes for 1 minute. Once on each of your turns, when you hit a creature with a melee weapon attack, unarmed strike, or talisman/spell attack roll, you create an afterimage that strikes the same target or a different creature within 10 ft of the original target.
The afterimage automatically hits and deals damage equal to half the damage dealt by the triggering attack (same damage types it counts as magical.
The afterimage can’t crit and doesn’t trigger on-hit riders (e.g., Sneak Attack, Smite, additional talisman effects).
Abilities from all items:
Clear Mind: You have advantage on saves against being blinded or deafened.
Paper Drift: You reduce fall distance by 30 ft and can glide up to 30 ft horizontally per 10 ft fallen.
Surefooted: You have advantage on checks to resist being shoved or knocked prone.
Fleet Hem: You ignore both nonmagical and magical difficult terrain and standing from prone costs 0 movement.
Snap Ward (1/short rest): Bonus action to gain +2 AC until the start of your next turn.
Runic Lariat (Wis mod/long rest): When your talisman/spell attack hits a creature or a creature fails its save against your talisman/spell, you can impose a –10 ft speed penalty on that creature until the end of its next turn. (No action; apply after resolving the hit/save.)
Quick Follow-Through: Whenever you use an action to aid, heal, or buff an ally, you may make one melee weapon or unarmed attack as part of the same action.
Scripted Surge (PB/long rest): As a bonus action, gain +10 ft speed and don’t provoke opportunity attacks until end of turn; your next talisman/spell ignores verbal and somatic components.
Ink Reclaimer (1/short rest): If your talisman/spell attack misses or a target succeeds on its save, you can use your reaction within 1 round to redirect the same talisman/spell to a new target within range.
Opening Gambit. At the beginning of your first turn in combat, apply one support spell or ability to yourself and/or allies within 30 ft without expending an action (normal costs like slots/resources and concentration still apply; Touch becomes 30 ft for this use).

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