The Dancer

The Dancer

Level

Proficiency Bonus

Features

Flourish Damage

1st

2nd

3rd

4th

5th

1st

+2

Dazzling Dance, Flourish

1d6

2nd

+2

Spell Casting, Whirling Steel, Expertise

1d6

2

3rd

+2

Dancer Archetype

2d6

3

4th

+2

Ability Score Improvement

2d6

3

5th

+3

Uncanny Dodge

3d6

4

2

6th

+3

Dancer Archetype Feature

3d6

4

2

7th

+3

Evasion

4d6

4

3

8th

+3

Ability Score Improvement

4d6

4

3

9th

+4

5d6

4

3

2

10th

+4

Motivating Mambo

5d6

4

3

2

11th

+4

Dancer Archetype Feature

6d6

4

3

3

12th

+4

Ability Score Improvement

6d6

4

3

3

13th

+5

Bewildering Grace

7d6

4

3

3

1

14th

+5

Spell Dancer

7d6

4

3

3

1

15th

+5

Dancer Archetype Feature

8d6

4

3

3

2

16th

+5

Ability Score Improvement

8d6

4

3

3

2

17th

+6

9d6

4

3

3

3

1

18th

+6

Stage Presence

9d6

4

3

3

3

1

19th

+6

Ability Score Improvement

10d6

4

3

3

3

2

20th

+6

Rhythmic Heart

10d6

4

3

3

3

2

Class Features

As a Dancer, you gain the following class features

Hit Points




  • Hit Dice: 1d8 per Dancer level

  • Hit Points at 1st Level: 8 + your Constitution modifier

  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Dancer level after 1st

Proficiencies




  • Armor: Light Armor

  • Weapons: Chakrams, Rapiers, Scimitars, Short Swords, Simple Weapons, Whips.

  • Tools: None

  • Skills: Performance




  • Saving Throws: Dexterity, Charisma

  • Skills: Choose two from Acrobatics, Athletics, Deception, Insight, Perception, and Persuasion. You also get proficiency in performance and 1 instrument of your choice

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) two daggers or (b) two chakrams

  • a (a) whip or (b) scimitar

  • a set of bracelets and anklets for spell casting

  • a set of clothes

  • a (a) costume or (b) light armour

  • (a) an explorer's pack or (b) a entertainer's pack

  • A instrument in which you are proficient

Chakrams

For Chakrams I suggest using the Handaxe statblock. Set the cost to 15 gp and add the Finesse quality to the weapon.

Dazzling Dance

At 1st level, as you fight you build towards empowering your movements further. When you make an attack against a hostile creature, you gain a charge of Dazzling Dance. You may hold a number of Dazzling Dance charges equal to your Charisma modifier or your proficiency bonus, whichever is higher.

Additionally, you may spend 1 Dazzling Dance charge to take the Dash, Disengage or Hide action as a bonus action.

You receive 1 dazzling dance charge on a short rest and 2 charges on a long rest.

Flourish

Also beginning at 1st level, once per turn, you can deal an extra 1d6 damage to one creature you hit with a ranged weapon attack if you have advantage on the Attack roll. The Attack must use a finesse weapon.

You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the Attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Flourish Damage column of the Dancer table.

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.

Spellcasting

By 2nd level, you have learned to draw on latent magical energies around you into your bangles and use it to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Dancer spell list. Preparing and Casting Spells.

Preparing and Casting Spells

The Dancer table shows how many spell slots you have to cast your Dancer spells. To cast one of your Dancer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.  You have access to 2 non damaging cantrips of your choice at level 1, and 4 at level 6.  You may switch these out when you level.

You prepare the list of Dancer spells that are available for you to cast, choosing from the Dancer spell list. When you do so, choose a number of Dancer spells equal to your Charisma modifier + half your Dancer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level Dancer, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Dancer spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability.

Dance Magic

As a Dancer, when you cast a Dancer spell you do not have to fulfill the verbal component of the spell. However, you must either make a DC 15 performance check (as part of the action of casting or maintaining the spell) or move at least 10 feet.  Spells or conditions that reduce your movement speed to 0 make it impossible to cast new spells or maintain concentration on a spell.

Spellcasting Ability

Charisma is your spellcasting ability for your Dancer spells, since their power derives from the strength of your convictions. 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

Spellcasting Focus

You can use a bangles, anklets or other jewelry inlaid with gem stones (see the Adventuring Gear section) as a spellcasting focus for your Dancer spells.

Whirling Steel

Also at 2nd level, you can spend 1 hour attuning your recently discovered magic with up to two finesse throwing weapons. When you throw a weapon you are attuned with, it returns to your hand after the attack is resolved. You also can use the thrown weapon you’ve attuned to up to 60 ft away without being disadvantaged.

Expertise

Beginning at the 2nd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Dancer Archetype

At 3rd level, you choose a style which dictates your growth as a dancer. The Paragon focuses on mastering and pushing the limits of dance as an art. The Exotic Wonder mixes blade work into their dance moves, mixing martial prowess with grace. The Peace Bringer seeks to bring succor and support to their allies in the heat of battle.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your 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.

Uncanny Dodge

Beginning at the 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Motivating Mambo

Beginning at the 10th level, you've learned how to empower your allies in the heat of battle via your dances. As a reaction you can expend one Dazzling Dance charge to add your Charisma modifier to an attack roll of or saving throw of an ally, so long as they are within 30 feet of you and can see you. This must be used prior to the result of the roll being announced.  This ability cannot be used if you have 0 movement speed.

Rythmic Heart

Beginning at the 10th level, when you roll initiative you gain a Dazzling Dance charge if you didn’t already have one.

Bewildering Grace

Beginning at the 13th level, as an action you perform a mysterious dance whose affects you cannot predict. Roll a d20 die and resolve the effect. Spells cast with Bewildering Grace do not consume spell slots. Non-spell effects from Bewildering Grace last one hour. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Bewildering Grace Effects

Die Result

Effect

1

You cast the Banishment spell on yourself. You cannot end the spell early, but return to where you were at the end of the spell duration.

2

You become petrified for one round of combat.

3

Lights and small magical explosions surround you in a visual effect. Nothing Happens.

4

All creatures within a 20ft. radius centered on you make a Dexterity saving throw against your spell save DC or are knocked prone. You are excluded from this effect.

5

All creatures within a 20ft. radius centered on you make a Wisdom saving throw against your spell save DC or become blinded. The creature may repeat the save at the end of each of their turns. You are excluded from this effect.

6

All creatures within a 20ft. radius centered on you make a Constitution saving throw against your spell save DC or become poisoned. The creature may repeat the save at the end of each of their turns. You are excluded from this effect.

7

You cast the Faerie Fire spell centered on you. You are excluded from this effect.

8

You cast the Cause Fear spell on an ally within range.

9

You cast the Invisibility spell.

10

You cast the Hold Person spell.

Bewildering Grace Effects

Die Result

Effect

11

You cast the Magic Weapon spell.

12

You cast the Mass Healing Word spell.

13

You select a creature within 30ft. That creature must make a Constitution saving throw against your spell casting DC. On a failure they gain a level of exhaustion.

14

You now have the maximum number of Dazzling Dance charges possible.

15

You cast the Insect Plague spell.

16

You cast the Mass Cure Wounds spell.

17

You cast the Otto's Irresistable Dance spell.

18

You care the Heal spell.

19

You cast the Mordenkainen’s Sword spell.

20

You cast the Reverse Gravity spell.

Spell Dancer

Beginning at the 14th level, when you cast a spell you gain a Dazzling Dance charge. You do not gain Dazzling Dance charges from Bewildering Grace.

Stage Presence

Beginning at the 18th level, you've become so accustomed to performing both for crowds and amongst the chaos of the battlefield, you are rarely caught unaware of your surroundings and can protect yourself from the tricks of assailants. Attackers cannot attack you with advantage unless you are under the conditions: grappled, incapacitated, paralyzed or petrified. Additionally when knocked prone, it only costs 5ft. of movement to get back up.

Bewitching Grace

Beginning at 20th level, whenever you use bewildering grace you roll a D20 twice and choose which roll to use.

The World Stage

A Dancer who has chosen a life of adventure is an ambitious master of their art. As they travel they will learn new and innovative ways to work their passion into their journey across the land. The paragon seeks overall mastery of dance, while the Peace Bringer hopes to relieve their allies. The Exotic Wonder seeks to mix their dances with martial expertise. No matter the role a Dancer finds themselves in, you can be certain they are pouring their heart into every action they take and choice they make.

 

Paragon

You've devoted your training to dance as an art form itself, staying a purist of dance. Your singular focus will allow you to reach mastery few ever hope to achieve in your discipline.

Improvised Flow

Beginning at the 3rd level, you can use a Dazzling Dance charge to gain advantage on a concentration check.  You can decide to do so after seeing the result of your first roll. You also gain expertise (double your proficiency bonus) in your performance skill. This represents the additional effort you have put into mastering the art of the dance.

Magic of Movement

Beginning at the 6th level, when you cast a spell, you may spend a number of Dazzling Dance charges equal to the spell level instead of spending a spell slot. Spells cast using this feature do not generate Dazzling Dance charges.

Improvised Flow

Beginning at the 11th level, you can spend one Dazzling Dance charge to gain advantage on one charisma based skill check. You can do so after the roll, but before the results of the roll have been announced.

Forte Fusion

Beginning at the 15th level, you have learned how to mix known dances into new exciting combinations. You are able to cast a second spell which requires concentration without ending the first. To do so you use your action to spend 1 Dazzling Dance charge to cast the second spell alongside the required spell slot. You must spend a Dazzling Dance charge each turn to maintain concentration on both spells.  If you do not, the second spell cast becomes the current concentration spell and the first spell ends.

 

Peace Bringer

You've learned to effectively wield restorative spells while dancing across the battle field. Offering relief and joy in even the worst situations.

Succor Swing

Beginning at 3rd level, your magical dances are capable of bolstering your party. As a bonus action you can spend one Dazzling Dance charge and add your charisma bonus in temporary hp to a target.  At 10th level this increases to 2x your charisma modifier in amount of temporary hp granted.  You cannot grant more than x2 your dancer level in temporary hp to any one target. (though it can be reapplied as the temporary hp is used) Any temporary hp gained in this way goes away following a short or long rest. You are unable to use this ability if your movement speed is 0.

Refreshing Round

Beginning at the 6th level, any healing spell you cast with a spell slot grants an additional 1d4 healing to its target.

Safe Haven Hop

Beginning at the 11th level, you may select Aura of Life, Aura of Purity or Aura of Vitality and cast it without spending a spell slot. You can use this feature a number of times equal to half your Charisma modifier, rounded down (a minimum of once). You regain any expended uses when you finish a long rest.

The Solace Swing

Beginning at the 15th level, you may spend Dazzling Dance charge when casting a healing spell to have it heal the maximum amount without rolling.

 

Exotic Wonder

You've trained in an exotic dancing style which incorporates weapons into your routines. You mix martial knowledge with graceful steps to create an awe inspiring dance which devastates your foes.

Flourishing Swing

Beginning at 3rd level, your melee weapon attacks with finesse weapons are capable of activating your Flourish feature if the usual conditions are met. You may spend one Dazzling Dance charge to activate your flourish feature regardless of whether you have an ally standing within 5 feet of your target.

Fighting Style

Beginning at the 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.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

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.

Fleet Foot

Your movement speed increases by 5ft.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Double Step

Beginning at the 6th level, whenever you use the Attack action you gain an additional attack so long as you move 10 feet in the same round.

Flawless Flow

Beginning at the 11th level, you may make a melee weapon attack as a bonus action after casting a spell.

Lamia Bite

Beginning at the 15th level, you may spend 4 Dazzling Dance charges prior to making a weapon attack. Doing so increases the critical hit range of your attack rolls for the remainder of the turn, lowering the threshold by 4.

 

 


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