Dancer (5e Class)

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Dancer

Dancers have existed since the dawn of time. Each dancer is unique, choosing a specific path to pursue. Some are performers, others are skilled duelists, and others are rather gifted in arcane magic. Every dancer is agile, graceful, and charming. Where as bards are varied and lack a true focus, Dancers have a set path, chosen willingly.

Dancers favor agility and litheness over showings of brute strength. Some Dancers favor charismatic persuasion over combat. Others revel in it as they tirelessly dodge attacks and strike fast and hard. Dancers that rely on the arcane can infuse the elements with their dancing, causing an array of effects that can turn the tide and take opponents by surprise. Every Dancer knows how to put on a good show, whether it be a dance act or an act of deception. And many Dancers lives a life of intrigue and political danger, performing for royalty and collecting rumors and secrets. Just as not every bard is a "Bard," not every dancer is a "Dancer." Some dancers are simply performers, with no combat training or hidden agendas. Others are true Dancers, masters of manipulation and elegant combatants with a flair for the dramatic. Only true Dancers can learn the way of the world, it's arcane secrets, it's hidden treasures, and it's deep politics. Some Dancers are uninterested in politics and pursue a more friendly manner of persuasiveness. Many Dancers, however, become entangled in a web of gossip, conspiracy, and murder. There are those that thrive on such lifestyles, reveling in their great mastery of the ways of the rich and powerful.

Creating a Dancer

FE5 Lara.PNG

When creating a Dancer you should answer a few questions. How did you come into dancing? Was it a hobby? Who taught you? A relative? A master? An academy? Are you involved in political squabbles? Do you regret it? Do you enjoy it? Do you desire fame, fortune, power? How do you use your charms and wit? For good? For self gain? Do you follow a code? Are you part of a guild? Do you have any connections? How long have you been a professional?

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

Proficiencies

Armor: Light armor
Weapons: 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.

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) 10 gp, fine clothes or (b) 10 gp, costume clothes

Table: The Dancer

Level Proficiency
Bonus
Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Dancer Techniques
2nd +2 Fluid Motion, Spellcasting 2 3 2
3rd +2 Technique Feat, Master of Faces 2 4 3
4th +2 Ability Score Improvement 2 4 3
5th +3 With Legs Like These 3 5 4 2
6th +3 Technique Feat 3 5 4 2
7th +3 Quick Thinking and Quicker Feet 3 6 4 3
8th +3 Ability Score Improvement 3 6 4 3
9th +4 Acrobatic Attack 3 7 4 3 2
10th +4 Technique Feat 3 7 4 3 2
11th +4 Fluid Motion Upgrade 4 8 4 3 3
12th +4 Ability Score Improvement 4 8 4 3 3
13th +5 4 9 4 3 3 1
14th +5 Technique Feat 4 9 4 3 3 1
15th +5 Leaps and Bounds 4 10 4 3 3 2
16th +5 Ability Score Improvement 4 10 4 3 3 2
17th +6 4 11 4 3 3 3 1
18th +6 Demand Perfection 4 11 4 3 3 3 1
19th +6 Ability Score Improvement 4 12 4 3 3 3 2
20th +6 Like Nobody's Watching 4 13 4 3 3 3 2


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 a fluidity to 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 10 feet and the 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

While you are in difficult terrain, you may use your bonus action and movement to perform a complex series of acrobatic flips and jumps to complete the rest of your movement, as if you were on normal terrain. Starting at 11th level, you can apply the use of this feature to climbing as well.

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. Starting at 11th level, you may choose to attack the creature you are backing away from, but at disadvantage

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 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)

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

By 5th level your legs have been refined into powerful offensive tools as a result of rigorous practice and dedication to your art. You gain proficiency with unarmed strikes performed by your legs, or kicks, and you can use Dexterity instead of Strength for the attack and damage rolls of all your unarmed strikes. In addition, you may cast a touch based spell after a kick attack as a bonus action.

Your kick deals 1d6 bludgeoning damage, increased to 1d8 at 9th level, 1d10 at 16th level, and 1d12 at 20th level.

If you used one of your Fluid Motion abilities as a reaction and end the movement in melee range a creature, you can make an attack with a kick as part of the same reaction. Any kick attack roll has advantage on a target that is grappling or attempting to grapple you. On a kick attack roll you critically fail the attack on a roll of 3 or less, and 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. 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 the target of 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.

Whirlwind of Color

The vibrancy of you clothing like a knife itself distracts your opponents from the real threat. While wearing a costume without armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.

New Tricks

When you wield a melee weapon, you are fierce and demanding. When you make an attack with your melee weapon, take a Performance check against the target's AC in addition to the attack roll. If the result of the Performance check is higher than the target's AC, deal your Charisma modifier as psychic damage to the target (your initial damage does not have to land for this damage to take effect).

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 take a DC 13 Dexterity saving throw. 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 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 a kick attack as part of the same Attack action, combinable with Strikes of Succession. Whenever you take damage while you are in this state, you must make a Constitution saving throw to maintain your concentration. The DC equals 8 + half the damage you take, and if you take damage from multiple sources you make a separate saving throw for each source of damage. You can use this feature a number of times equal to your Dexterity modifier (a minimum of once). You gain any expended uses when you finish a 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 Acrobatics skills. If you are already proficient in either Performance and Acrobatics, you gain double proficiency instead.

Seductive Movements

The motion of your body causes your enemies to become distracted while wearing a costume without 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. 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, they 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 you Charisma modifier before you must draw attention to yourself with this feature again.

Flirtatious Wink. The creature is charmed by you. This effect ends if you target another creature with an Awed Effect, or if the charmed creature makes a wisdom saving throw to get out of the charm at the end of there turn.

Come Hither. The creature moves into melee range if it is not already and you grapple the creature. The creature receives your Charisma modifier as psychic damage 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 is frightened of you and your whip. This effect ends at the end of its next turn but the duration is refreshed after every successful attack made with a whip against the affected creature.

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 are 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 modifier on attack rolls made with whips equal to your proficiency bonus. On any Strength (Athletics) checks you make with your whip you may use your Dexterity modifier instead of your Strength modifier, and on any Dexterity (Acrobatics) checks you make with your whip you may use your Strength modifier instead of your Dexterity modifier.

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 use your movement and speed to 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 up to 10 feet away from you. The grappled creature takes 1d4 plus your Dexterity modifier slashing damage at the end of every one of your turns that it remains grappled and every one of its turns that it fails to escape your grapple. You cannot otherwise attack while grappling with your whip (although you can cast spells, attack with a unarmed strike from your leg, and use other abilities that only require one hand). Unarmed strikes that use your leg have advantage on targets that are grappled by your whip.

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 turn, 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 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 amount 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 free actions during your allies' turns and a bonus action as a free action once per round. Once per round, you may take your turn's action as your reaction. You cannot do this if you have already performed an action on your turn this round and if you do this you cannot perform an action on your turn this round. Additionally, you may use your whip to grant yourself advantage on all Dexterity (Acrobatics) and Strength (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.

Dance of the Planes

As an Enchanter you have gained insight into the magical arts. You gain 2 cantrips from the dancer spell list at the 1st level and gain a new cantrip at 5th, 9th, 13th, 16th, and 20th level. You have 2 additional 1st level spell slots and you learn 1 additional dancer spell as well as 1 spell from the wizard spell list for any size of which you have spell slots at 1st, 5th, 9th, 13th, 16th, and 20th level. (Charisma is still your spellcasting ability for these spells).

Enchanted Movements

At 3rd level 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. 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 and instead do not add you spell attack modifier on the attack rolls.

Dance Darling, Dance!

At 6th level you learn to combine athletics with magic. Whenever you cast a spell that uses an action, you may tumble 15 feet in any direction as a free action. This movement does not provoke attacks of opportunity. If you land in 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 wizard or dancer spell list. You may cast these spells up to total a 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. Uses of this feat are replenished after a long rest

Simply Gleeming!

At 14th level you have a mystical charm and otherworldly aura. As an action, you can cast a 30-foot radius aura that lasts for one hour. When hostile creatures enter the aura, they must pass a Wisdom saving throw versus your spell save DC or take a -3 modifier to all saving throws and to their AC while they remain in the area. Each round, the first attack made against an allied target that is in the aura has its damage reduced by half. You can dismiss this aura as a bonus action and this effect can otherwise only be dispelled when time runs out on the effect. 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.

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

2nd Level

Calm Emotions, Suggestions, Hold Person, Enthrall, 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

Multiclassing

Prerequisites

To qualify for multiclassing into the Dancer class, you must meet these prerequisites: Dexterity 13 and Charisma 13

Proficiencies

When you multiclass into the Dancer class, you gain the following proficiencies: Light Armor, Two Skills from the Class List, and proficiency with either a Disguise Kit or a Forgery Kit | --WittyWitch91 (talk) 08:59, 20 November 2015 (MST)


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