Dancers bring flexibility to the table, they are quick on a dime in battle, navigating through the fray with excellent dodging capabilities. Dancers are specialists in using their momentum to swing the fight in their favor, supporting allies and hindering foes while flying through the battlefield through precise steps.
hit dice:
1d8 per dancer level
hit points at 1st level:
8+ Constitution Mod
hit points at higher levels:
1d8 (or 5) + Constitution modifier per dancer level after 1st
armor proficiencies:
Light armor
weapon proficiencies:
Simple weapons, Finesse Weapons
tools:
Disguise kit, forgery kit
saving throws:
Dexterity, Charisma
skills:
Choose three from Acrobatics, Deception, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) a scimitar or (b) a whip
(a) a disguise kit or (b) forgery kit
(a) an entertainer's pack or (b) a burglar's pack
(a) fine clothes, leather armor or (b) costume clothes, two daggers
spellcasting:
Dancer Spell List
Cantrips (0 Level)
Blade Ward, Resistance, Mage Hand, True Strike, Guidance, Friends, Shocking Grasp, Fire Bolt, Minor Illusion, Gust, Message, Prestidigitation, Mending, Thaumaturgy, Vicious Mockery
1st Level
Bane, Charm Person, Compelled Duel, Hex, Sleep, Faerie Fire, Command, Disguise Self, Color Spray, Expeditious Retreat, Inflict Wounds, Jump, Longstrider, Detect Magic, Identify, Absorb Elements, Shield, Cure Wounds, Healing Word, Tasha’s Hideous Laughter
2nd Level
Calm Emotions, Suggestion, Hold Person, Enthrall, Enlarge Reduce, Blur, Invisibility, Mirror Image, Alter Self, Enhance Ability, Levitate, Rope Trick, Spider Climb, Detect Thoughts, Misty Step, Arcane Lock, Pass Without Trace
3rd Level
Hypnotic Pattern, Major Image, Haste, Water Walk, Slow, Sending, Clairvoyance, Dispel Magic, Fly, Revivify
4th Level
Compulsion, Dominate Beast, Confusion, Greater Invisibility, Arcane Eye, Divination, Locate Creature, Dimension Door, Freedom of Movement, Polymorph
5th Level
Dominate Person, Hold Monster, Modify Memory, Seeming, Dream, Mislead, Telekinesis, Legend Lore, Rary's Telepathic Bond, Scrying, Temporal Shunt, Steel Wind Strike
class features:
Dancer Techniques
At 1st level you choose a Dancer Technique. Each is detailed below. Your choice grants you additional feats at 1st level, and again at 3rd, 6th, 10th, and 14th levels.
Fluid Motion
At 2nd level, you have gained fluidity in all movements. Increase your speed by 5 feet. In addition, you gain several new acrobatic abilities. While performing these stunts, you do not provoke Attacks of Opportunity. At 11th level, your speed increases by another 5 feet, and your abilities are enhanced. You can use these abilities a total number of times equal to twice your Dexterity modifier (a minimum of twice). You regain any expended uses when you finish a long rest.
Full Twisting Layout
As a bonus action, you may perform a complex series of acrobatic flips and jumps to complete the rest of your movement, granting you the benefits of the dash action, imposing disadvantage on attacks of opportunity, and allowing you to ignore difficult terrain as if you were on normal terrain. Starting at 11th level, you can apply the use of this feature to climbing as well as moving along vertical surfaces without falling during your movement.
Back Walkover
When a creature within 5 feet of you attacks, you may use your reaction to perform a dexterity saving throw of DC 8 + Dexterity Modifier of the Opponent. On a success, you take no damage, and move 10 feet backward from your attacker without incurring attacks of opportunity. Starting at 11th level, you may choose to make a single attack against the creature you are backing away from.
Cartwheel
When a creature uses a ranged attack against you, you may use your reaction to make a saving throw of DC 8 + Dexterity Modifier of the Opponent. On a success, you take no damage and may move 10 feet to the side in either direction. Starting at 11th level, you can attempt to catch a non-magical projectile with a saving throw of DC 12 + Dexterity Modifier of the Opponent. and throw it back to your attacker. Any projectile used in this way counts as a Dancer weapon.
Back Handsprings
As a reaction to an ally within 50 feet being targeted by a melee attack, you may move up to half your movement toward their attacker. If you land within melee range of the attacker, you gain advantage on your next melee attack against the creature. Starting at 11th level, you gain advantage on all attacks and spells against the attacker until the end of your next turn, regardless of your distance from the creature.
Spellcasting
Starting at the 2nd level, you have learned to move your body to an arcane rhythm, effecting great feats of magic in the world around you. Your spells are part of your performances, flitting from your hands like a thrown dagger as you spring across the room. (When you dance to cast a spell it counts as an spellcasting focus, however you must have at least one hand empty to perform somatic components)
Cantrips
At 2nd level, you know two cantrips of your choice from the dancer spell list. You learn additional dancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Dancer table.
Spell Slots
The Dancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell jump and have a 1st-level and a 2nd-level spell slot available, you can cast jump using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level spells of your choice from the dancer spell list. The Spells Known column of the Dancer table shows when you learn more dancer spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the dancer spells you know and replace it with another spell from the dancer spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your dancer spells. Your magic comes from the movement and soul you pour into the performance of your acrobatics. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a dancer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Master of Faces
Starting at 3rd level you have learned how to make people buy into your charm. You gain proficiency with the Deception skill. If you are already proficient in Deception, you gain double you proficiency. At any time while you are in disguise, you may gain advantage on Deception checks made to hide your true identity. Also, once per long rest, when you roll a 1 or 2 on a Deception check you can re-roll the die, and you must use the new roll.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
With Legs Like These
At 5th level, your legs have been refined into powerful offensive tools as a result of rigorous practice and dedication to your art. Your unarmed strikes may now use Dexterity instead of Strength for the attack and damage rolls of all your unarmed strikes. Any kick attack roll you make has advantage on a target that is grappling or attempting to grapple you. In addition, you may cast a cantrip after taking the attack action as a bonus action.
Your unarmed strikes deal 1d6 bludgeoning damage, increased to 1d8 at 11th level, and 1d10 at 17th level.
Additionally, if you use one of your Fluid Motion abilities as a reaction and end the movement in melee range of a creature, you can make an attack with a kick as part of the same reaction. If you miss this attack on a roll of 3 or less, you fall prone.
Quick Thinking and Quicker Feet
Starting at 7th level, you add your proficiency bonus to your initiative and gain proficiency in acrobatics. If you already have proficiency double your bonus, unless your bonus is already doubled. You gain a +1 to hit for each enemy creature within 10ft of you, dancing between them gracefully.
Acrobatic Attack
Starting at 9th level, as a bonus action, you can make a kick attack immediately after taking an attack action, whether the attack misses or not, you can immediately bend your form to recover or perform a retreat, by flipping away up to 10ft in order to re-coordinate yourself, this movement does not provoke opportunity attacks.
Leaps and Bounds
At 15th level you have gained a superhuman quality of agility. When performing a standing long jump or high jump, you can double your jump height and distance, you now determine the distance you travel based on your Dexterity score, rather than your Strength score. Standing from prone requires 0 extra movement, and you have advantage on saving throws made to avoid falling prone.
Demand Perfection
At 18th level, you have pushed yourself to work towards absolute perfection. You gain proficiency in two additional saving throws of your choice. In addition, when making a Dexterity saving throw add your Charisma modifier to the roll and when making a Charisma saving throw add your Dexterity modifier to the roll.
Like Nobody's Watching
At 20th level you have gained enough knowledge to know that a field of combat is just another stage. When you are reduced to 0 hit points you can choose to regain hit points equal to your Charisma score (minimum of 1) + 20. You can’t use this part of the feature again until you finish a long rest. Additionally, whenever you take damage you may choose to use your reaction to fall to the ground and feign death. Opponents with Intelligence or Wisdom of 14 or higher, or those that have witnessed you feign death at least once before, can make an opposed Wisdom (Insight) check against your Charisma (Performance) check to determine if your death is a ruse. If they fail, they believe you are dead and will ignore you as long as you remain on the ground. If they succeed they realize you are faking and alert all creatures they can communicate with of the fact. As a reaction to a creature entering melee range while feigning death, you may spring up from your position and make an unarmed melee attack or perform a Fluid Motion ability. If the creature is unaware that you are still alive, an attack against them gains advantage, and is always a critical hit as long as the attack lands successfully.
Dance Techniques
Every dancer makes a choice, a technique that appeals to them, or their skill set. Some are fierce swordsmen, others are demanding ringmasters. There are even those that can call upon arcane power to bring them a tide turning power. All dancers are equal in threat, but not all dancers have the same talents and strengths.
Blade Twirler
Nothing is more dangerous than an accomplished duelist twirling about wildly, slashing viciously with their blade. A skilled Blade Twirler can make easy work out of every battle by simply twirling about. With a blade of choice, the Blade Twirler becomes a lethal whirlwind, quickly causing enemies to fall before them.
Jab, Parry, Riposte
Every strike is an opportunity for a Blade Twirler to make a deadly counter. Whenever you are hit by an attack made with a melee weapon, as a reaction you make an attack roll against the attacker. If you succeed, you reduce the damage taken from the attack by half. The counter damage is given a bonus of 1d4 at 4th level, 2d4 at 7th level, 3d4 at 13th level, and 4d4 at 19th level.
Battle Costume
Unlike those of other techniques, you know that the best clothes to wear in combat is that which looks good and protects you from harm. Through this, you learned a technique that lets you rely on both your armor and your twirls, as long as you are in appropriate clothing, that is. While you are wearing both an armor and a costume, you may choose to add your Charisma modifier to your AC instead of your Dextery modifier.
Strike a Pose
You may not be as whimsical as other techniques but you treat a fight the same as any other! Your style of dancing is just more fierce and demanding! When you hit an attack with your melee weapon, make a Performance check against the target's AC as you strike a fearsome battle pose! If the result of the Performance check is higher than the target's AC, deal your Charisma modifier as psychic damage to the target.
Blade Mastery
At 3rd level, you have learned how to wield any blade, even the heaviest, with finesse, grace, and style! instead of brute strength. As long as you have a strength ability score of 12 or higher, all simple and martial weapons that deal slashing or piercing damage are considered finesse weapons when you use them. This benefit does not apply to weapons with the heavy property unless your strength ability score is a 14 or higher.
Fighting Style
At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. Your version of protection does not require you to be wielding a shield.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting, When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Strikes of Succession
At 6th level you have learned to masterfully wield your blades, transforming your attacks into a flurry of steel and blood. Whenever you make a successful melee attack with a piercing or slashing weapon you are proficient with, you can choose to attack twice as part of the same attack action, instead of once, dealing half as much damage on your second strike.
Combat Acrobatics
At 10th level you have learned to apply your acrobatic skill with combat. Using your movement, you may choose a target within your normal walking distance and run to them. Then, as a bonus action, you make an Acrobatics check against the creature's AC, and on a success, you jump off of them and land a distance away from the target equal to the distance you moved toward the target in any direction you choose. The target takes 2d6 plus your Dexterity modifier bludgeoning damage and must make a Strength saving throw (DC: 8 + Your Dexterity Modifier + Your proficiency bonus). On a failure, the target is knocked prone. After performing this stunt, all attacks (including those from Jab, Parry, Riposte) until the end of your next turn are made with advantage. You can use this feature a number of times equal to your Dexterity modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Dance of Blades
Starting at 14th level, you may use your bonus action to enter or exit a state of extreme focus. While you are in this state, your AC is increased by 2, and you can Disengage as a bonus action. In addition, whenever you make a successful melee attack with a piercing or slashing weapon you are proficient with, you can make one additional unarmed strike as part of the attack action. This state lasts for one minute and while active you are treated as if you are concentrating on a spell. You may use this feature once per short or long rest.
Ringleader
If the world is a stage, you are the main attraction. You bring awe and excitement, and this extends to the battlefield. You make all the other combatants on the field look like amateurs. If the enemy wants a fight, you will give them the greatest show on Earth or die trying! The Ringleader has absolute control of their stage, making changes and improvising incredible scenes with tact, and above all else looks great doing it.
Ego Trip
You gain proficiency with the Performance and Athletics skills. If you are already proficient in either Performance and Athletics, you gain double proficiency instead.
Seductive Movements
The motion of your body causes your enemies to become distracted. While not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.
In the Spotlight
When you enter the scene, everyone notices you. During your turn, you can draw the attention of every creature within 60 feet of you as an action by striking an object with your whip. Every hostile creature in range must make a Charisma saving throw versus your Spell Save DC. Any targets that fail their save cannot use their action to hide, stealth, or turn invisible as long as the effect lingers and do all they can to stay in your line of sight. This lasts for 1 minute, and you can do this a number of times equal to your proficiency bonus.
During each of your turns, you may choose an affected creature to attempt to insight an Awed Effect in as a bonus action. When a creature is targeted by an Awed Effect, it can take a Charisma saving throw to resist the ability. If the creature fails, the selected Awed Effect instantly takes effect on the target. Starting at 5th level, your attacks have advantage on targets that are under the effects of In the Spotlight or any Awed Effect. You may attempt to use a number of Awed Effects equal to your Charisma modifier before you must draw attention to yourself with this feature again.
Flirtatious Wink. The creature is charmed by you. A creature charmed by this effect makes a Wisdom saving throw against your Spell Save DC at the end of each of their turns. This effect ends if you target another creature with an Awed Effect or if the charmed creature makes a successful Wisdom saving throw against your Spell Save DC.
Come Hither. The creature uses all of its movement to move within 5ft of you. If the creature ends its movement within 5ft of you, you may attempt to grapple the creature. Creatures charmed by you will automatically fail this check. The creature receives your Charisma modifier as psychic damage at the start of each of its turns every round it remains grappled by this effect. You may end this effect at any time. You cannot choose another creature to be the target of this Awed Effect until you release the grappled creature.
Frightening Taunt. The creature must make a Charisma saving throw against your Spell Save DC and, on a failure, is frightened of you. This effect lasts until the end of that creature's next turn. However, each successful attack made with a whip against the creature extends the frightened effect by an additional round. The frightened creature may make another Charisma saving throw at the end of each of its turns to stop this effect.
Out With a Bang. Your next melee attack against the selected creature is made with advantage. If you use your whip to make the attack, the target takes deal additional 1d6 thunder damage and all creatures affected by In the Spotlight in a 10-foot radius centered around the target take half this damage. This ability's damage increases to 2d6 at 5th level, 3d6 at 9th level, 4d6 at 13th level, and 5d6 at 17th level. All creatures damaged by this ability must make a Charisma saving throw against your Spell Save DC or be stunned until the end of their next turn. You cannot target any creature twice with this Awed Effect in the same encounter.
Crack the Whip
Starting at 3rd level you gain an additional bonus to attack and damage on attack rolls made with whips equal to half of your proficency bonus (rounded up) and an additional 5ft of reach when using it to attack. You may now use your whip whenever you attempt to grapple a creature. On any Strength (Athletics) checks, you make with your whip, you may use your Dexterity modifier instead of your Strength modifier, and you now have advantage on any checks made to escape or defend against a creature attempting to grapple you.
Dominating Presence
At 6th level you have learned to be more hands-on in your authority. Whenever you successfully make an attack against a creature with your whip, you may impose a Strength saving throw against your Spell Save DC. On a failure, you may move the target to anywhere within your whip's range. In addition, while you are wielding a whip, you can perform a grapple attack on a creature within the range of your whip. Creatures grappled by your whip take 1d4 plus your Dexterity modifier slashing damage at the end of every one of your turns that it remains grappled and every time it fails to escape your grapple. You cannot otherwise attack while grappling with your whip (although you can cast spells, attack with an unarmed strike from your leg, and use other abilities that only require one hand).
Closing Number
At 10th level you learn how to properly end a scene for maximum effect. When a creature, allied or hostile, is reduced to 0 hit points, your next melee attack with a whip has advantage. If you attacked the creature that was reduced to 0 hit points in this or the previous round, you take a bow and enjoy the thrill of the moment, gaining your Charisma modifier + your dancer-level temporary hit points. If it was your attack that reduced the creature to 0 hit points, you and your allies gain an additional 1d10 temporary hit points each. This amount increases to 2d10 at 13th level, 3d10 at 16th level, and 4d10 at 19th level. When combat ends while you are still conscious, you and all of your allies are healed for an amount equal to half of the number of temporary hit points they currently have.
Showstopper
At 14th level, you have mastered the stage and know how to work with any situation. You may perform a Fluid Motion without using your reaction or bonus action up to three times per long rest. Additionally, while you are wielding a whip, you may use your whip to grant yourself advantage on all Acrobatics and Athletics checks while you have the weapon equipped.
Enchanter
No one knows what to expect from an Enchanter, as you have a vast array of possible spells and powers. The art of arcane dancing is complex and deep, but those who master it's steps become a rival to every Wizard and Sorcerer in the world. An Enchanter has an edge on the average spellcaster, as they can use their amazing acrobatics skill to dodge, jump, and tumble across the field of battle. With an Enchanter, what you see is not at all what you get.
Touch of Magic
You gain proficiency with the Persuasion and Arcana skills. If you are already proficient in either Persuasion or Arcana, you gain double proficiency instead.
Dance of the Planes
As an Enchanter, you have gained insight into the magical arts. You gain additional 2 cantrips from any spell list of your choosing at the 1st level and gain a new cantrip at 5th, 9th, 13th, 16th, and 20th levels. You have 2 additional 1st-level spell slots, and you learn 1 additional dancer spell as well as 1 spell from any other spell list. You will also gain two additional spells from any other spell list which do not count against your spell known in addition to an additional spell slot for every new spell tier beyond 1st tier spell slots. Charisma is still your spellcasting ability for these spells, and they will now count as Dancer spells for you.
Enchanted Movements
You gain a deeper insight into magic than most other dancers. While wearing a costume, you can use your body and its movements as your Spellcasting Focus (You can perform the somatic components of spells even when you have weapons in both of your hands). In addition, your mastery of movement has improved your ability to avoid strikes. While you are not wearing armor or wielding a shield, Your AC is now equal to 10 + your Dexterity modifier + your Charisma modifier. In addition, you can cast any dancer spell you know as a ritual if that spell has the ritual tag by performing a specific dance to activate its effect. You also do not suffer disadvantage on ranged spell attacks to targets within 5 feet of you.
Same Spell and Dance
At 3rd level, you've learned to gain more potency from each of your captivating spells. Whenever you cast a spell, you may add your Charisma modifier to its damage or healing if it does not already do so. In addition, spells you cast from the Illusion or enchantment schools now have their DCs increased by an amount equal to half of your proficiency bonus (rounded up).
Dance Darling, Dance!
At 6th level you learn to combine athletics with magic. Whenever you cast a spell that uses an action, you can use a bonus action to tumble up to 15 feet in any direction. This movement does not provoke attacks of opportunity. If you land in the melee range of a creature, you may make a kick attack as a bonus action. If the attack hits, it deals your Spellcasting modifier as bonus damage, and you choose a damage type from Fire, Cold, Lightning, Thunder, Poison, Acid, or Radiant. The kick's damage type is treated as the type you chose, and the kick is treated as a magical weapon.
Overwhelming Confidence
At 10th level, you have become more familiar with magic and its uses. You may select two 1st level spells from the which you already know. You may cast these spells up to a total number of times equal to your Charisma modifier (a minimum of once) without expending spell slots. These spells cannot be used at any spell slot higher than 1st. You regain any expended uses of this feature at the end of a long rest.
Simply Gleeming!
At 14th level, you have a mystical charm and otherworldly aura. As an action, you can create a 15-foot radius aura that lasts for one minute. When hostile creatures enter the aura or start their turns within the aura, they must pass a Wisdom saving throw against your spell save DC or take a -3 modifier to all saving throws, attack rolls, skill checks, and to their AC while they remain in the aura as you distract and capture their attention. While this effect is active, you are treated as if you are concentrating on a spell. You can dismiss this aura as a bonus action, and this effect can otherwise be dispelled as if it was a normal spell of the 3rd tier. While the aura is active, a bright light shines throughout the affected area, and dim light shines for an additional 15 feet. This ability can be activated a number of times equal to your Charisma modifier (a minimum of once), and all charges are regained after a long rest.
subclass options:
Level | Abilities |
---|
1 | Dancer Techniques |
2 | Fluid Motion, Spellcasting |
3 | Technique Feat, Master of Faces |
4 | Ability Score Improvement |
5 | With Legs Like These |
6 | Technique Feat |
7 | Quick Thinking and Quicker Feet |
8 | Ability Score Improvement |
9 | Acrobatic Attack |
10 | Technique Feat |
11 | Fluid Motion Upgrade |
12 | Ability Score Improvement |
13 | ---- |
14 | Technique Feat |
15 | Leaps and Bounds |
16 | Ability Score Improvement |
17 | --- |
18 | Demand Perfection |
19 | Ability Score Improvement |
20 | Like Nobody's Watching |