DanceMoveDancer (5e Class)

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Dancer[edit]

Just as not as all minstrels or singers are "bards", not all dancers or performers are "dancers". These have been trained or found ways to use the energies and magic within themselves to further their endeavors. The performances of dancers are breathtaking to behold, with their energies subtly woven into their movements. Dancers come from many backgrounds, from the noble's daughter performing in the king's court to the village girl at a festival. Dancers are known to dabble in gossip, and for their grace. Their natural athleticism and instinct for rhythm allow them to control and manipulate the space around them.

Dance and Magic[edit]

The dancer is a master of movement, rhythm, and the energies they contain. They can dance with a counterpart, aiding friends in need with special expressions of their energy. They can dance solo, unafraid to get into a fray or fight to defend themselves. No matter where they find themselves, dancers can use their talents to bend an ear, or loose a tightly knit tongue. One thing is certain about a dancer no matter their goals: if they set their mind to it, they can achieve it.

Class Features[edit]

As a dancer, you gain the following class features:

Class Features

As a you gain the following class features.

Hit Points

Hit Dice: 1d8 per level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per level after 1st

Proficiencies

Armor: Light
Weapons: Daggers, Quarterstaffs, Slings, Darts, Rapiers, Scimitars, Shortswords, Whips
Tools: Choose from Disguise kit or one musical instrument
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Athletics, Performance, Insight, Persuasion, and Deception

Equipment

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

  • (a) Dagger or (b) Any weapon you are proficient in.
  • (a) Entertainer's pack or (b) Explorer's pack
  • (a) Performer shoes or (b) Musical instrument

Table: The

Level Proficiency
Bonus
Grace Points Grace Die Dance Moves Known Features
1st +2 2 d4 3 Dancing
2nd +2 2 d4 3 Dance Style
3rd +2 3 d4 4 Expertise
4th +2 4 d4 4 Ability Score Improvement
5th +3 5 d6 4 Adagio and Allegro
6th +3 6 d6 5 Dance Style Feature
7th +3 7 d6 5 Evasion, Prepared Performer
8th +3 8 d6 5 Ability Score Improvement
9th +4 9 d8 6 [[#|]]
10th +4 10 d8 7 [[#|]]
11th +4 11 d8 7 Dance Style Feature
12th +4 12 d8 7 Ability Score Improvement
13th +5 13 d10 8 Adagio and Allegro 2
14th +5 14 d10 8 Dance Style Feature
15th +5 15 d10 8 Timeless Grace
16th +5 16 d10 9 Ability Score Improvement
17th +6 17 d12 9 [[#|]]
18th +6 18 d12 10 [[#|]]
19th +6 19 d12 10 Ability Score Improvement
20th +6 20 d12 10 Dance Master

Dancing[edit]

Starting at 1st level you gain the ability reach within yourself to your inner energies. You can express these inner energies through dance moves as detailed below. Your access to this inner energy and magical expression is represented by grace points, which are detailed below.

Dance Moves.[edit]

You learn three dance moves of your choice, which are detailed under "Dance Moves" at the end of the class description. Dance moves are used in a similar manner to casting spells. In order to perform any dance move, you must have the use of all available limbs or other somatic elements, and only creatures that can see you are affected by a dance move. Each dance move has a performance time, which specifies whether the dancer must use an action, a reaction, or even a bonus action when performing a dance move. Making a dance move is, therefore, not necessarily an action. Most dance moves do have a performance time of 1 action, so a dancer uses his or her action to make a dance move. When you gain certain Dancer levels, you gain additional dance moves of your choice, as shown in the Dance Moves Known column of the Dancers table.

Grace Points.[edit]

Your dancer level determines the number of grace points you have, as shown in the Dancer Points column of the Dancer table. You can spend these points for various dance moves and abilities. When you spend a grace point, it is unavailable until you finish a short or a long rest, at the end of which you draw your energy back into yourself. You must spend at least 30 minutes of the rest doing stretches and light practices of your movements to regain your grace points.

Grace Die.[edit]

Some of your dance moves use a grace die. This die is a d4. This die changes as you gain dancer levels, as shown in the Grace Die column of the Dancer table.

Saving Throws.[edit]

Some of your dance moves require that a target make a saving throw to resist the dance's effects. The saving throw DC is calculated as follows:

  • Dance save DC 8 + your proficiency bonus + your Dexterity or Charisma modifier (your choice)

Dance Style[edit]

Dancers often seek each other out at social gatherings, competitions, and other forms of society to learn from each other, preserve traditions, and practice together. Some work alone and try to gain favor with powerful people. At 2nd level, you adopt a particular dance style as your specialty. Each Dance Style is detailed at the end of the class description. Your choice grants you features at 2nd level, 6th level, 11th level, and 14th level.

Expertise[edit]

At 3rd level, choose two of your skill proficiencies, or one of your skill proficiencies and one of your tool proficiencies (if applicable). Your proficiency bonus is doubled for any ability checks you make that uses either of the chosen proficiencies.


Ability Score Improvement[edit]

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.

Adagio and Allegro[edit]

Beginning at 5th level, you may perform two dance moves with the performance time of 1 action instead of just one when you take your action during your turn. This increases to three dance moves at 13th level in this class.

Evasion[edit]

At 7th level, your instinctive rythm and agility lets you dodge out of the way of certain area effects. 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.

Prepared Performer[edit]

Starting at 7th level, your control and awareness of the space around you gives you advantage on initiative rolls.

Timeless Grace[edit]

At 15th level, your inner energy sustains you so that you age more slowly. For every 10 years that pass, your body only ages 1 year.

Dance Master[edit]

At 20th level, when you roll for initiative and have no dance points remaining, you regain 4 dance points.

Dance Styles[edit]

Every style of dance has those who practice them, study them, and train in them. For a "dancer", however, the style affects how they manipulate and express their inner energy.

Performance Dance[edit]

Dancers who specialize in Performance Dance train to become absolute professionals and expert competitors in their performances. They train to be able to work well despite stress or pressure. Whether performing for favor in the king's court or for some applause at a local tavern, these dancers do their utmost to stretch the limits of their dances and moves. These dancers are often in competition with one another, but will gladly practice together even if only to learn how to perform greater feats than their future opponents.

Studied Choreography

When you choose this Dance Style at 2nd level, you gain proficiency in three skills of your choice.

Stage Fright Training

At 6th level, your ability to calm yourself before a performance is exceptional. You now have advantage on saving throws against being charmed or frightened.

Perfect Center

At 11th level, your ability to maintain and control your movements with your center of gravity gives you advantage on saving throws against becoming prone and advantage on saving throws against being grappled.

Captivating Awe

At 14th level, your dance capabilities astound and amaze all audiences. Two times between rests you may use an action and spend 1 grace point. If you do, choose a creature within 30 ft of you who can see you. That target must succeed on a Wisdom saving throw or be paralyzed until the end of your next turn. You regain 1 expended use of this ability after a short rest, or 2 uses of this ability after a long rest.

Acrobatic Dance[edit]

Dancers who specialize in Acrobatic Dance train in various gymnastics to add acrobatic feats to their performances. They amaze all onlookers with fantastic feats of acrobatics. Whether performing as trapeze artists or adding cartwheels and backflips to delight others at a village festival, these dancers do their utmost to stretch the limits of expression using their body. These dancers sometimes compete with one another, but will gladly practice together and share stretching tips in the event that they may perform together.

Uncanny Flexibility

When you choose this Dance Style at 2nd level, your flexibility and acrobatics make you very hard to hit. While you are wearing light or no armor, you gain a +2 bonus to your AC

Flowing Dance

At 6th level, your flair for leaps and spins gives you amazing mobility across distances. You gain advantage on all Acrobatics checks that involve leaping, spinning, or cartwheeling

Power Aerial

At 11th level, you have mastered your ability to combine your energy with your momentum perfectly. All damage done with a grace die given by you is considered magical. Additionally, any time you roll the highest number on a grace die for damage, you may roll it again and add both numbers to the roll; to a maximum of two total grace die for a damage roll.

Everflowing Motion

At 14th level, your mastery over the energy within yourself makes you immune to being paralyzed or petrified. Your mastery also gives you advantage on Dexterity saving throws against becoming restrained.

Ceremonial Dance[edit]

Dancers who specialize in Ceremonial Dance train in intent, precise, and powerful choreographed movements to build the energy in the space around them as well as within. True ceremonial dancers are rare, and are sought after by any organization that wishes to empower rituals, festivals, or ceremonies with the power and energy of their dances. These dancers are usually glad to find another with similar capabilities and will train each other and share with each other almost like a secret sisterhood, as long as their spiritual and moral desires are aligned.

Power of Spirit

When you choose this Dance Style at 2nd level, you gain resistance to either necrotic or radiant damage (your choice)

Sacred Ritual

At 6th level, your energies are empowered to overcome the undead. As an action, you may expend one grace point and begin a ritualistic dance that lasts until the end of your next turn. During that time, each Undead within 30 feet of you must make a Wisdom saving throw. If the creature fails the saving throw, it is stunned for the duration. If it succeeds, it cannot spend its movement to come any closer than 10 feet of you for the duration, but is not stunned. You can only use this ability once between rests, and you regain the use after either a short or long rest.

Aura of Power

At 11th level, the energies within you have come to permeate your body, giving you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 grace point to reroll it and take the second result.

Ritual of Restoration

At 14th level, the energies within you are empowered to be able to revitalize all life and motion around you. As an action, you may expend 1 grace point and begin a ritual that lasts for 10 minutes, imbuing creatures you dance for with energy to undo a debilitating effect. You can end one of the following effects on all creatures within 30 feet of you:

  • One effect that petrified the target
  • One curse, including the target's attunement to a cursed magic item
  • Any reduction to one of the target's ability scores
  • One effect reducing the target's hit point maximum

You may perform an 8 hour version of this ritual, which will allow you to instead imbue the land around you with energy. You may then cause one of the following effects:

  • You enrich the land. All plants in a half-mile radius centered on you become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
  • One creature affected by the True Polymorph spell has that affect ended
  • Upon completing the ritual, you change the weather within 5 miles of you for the next 8 hours. You can cause either a scorching sun, heavy rain, heavy snow, dense hail, or strong winds. It takes 1d4 x 10 minutes for the new conditions to take effect. Once the 8 hours ends, the weather gradually returns to normal.

You have 3 uses of this ritual between rests. You can either expend 3 individual uses for three of the 10 minute version, or expend all 3 uses for a single 8 hour version. You regain all expended uses upon completing a long rest.


Improvised Dance[edit]

Dancers who specialize in Improvised Dance train in many disciplines to create their own dances for self expression. These dancers train to be versatile in every way in their performances. Whether they are dancing in a theater to the masses, or performing in the king's court, these dancers' goal is to entertain. These dancers are always happy to find any other dancer to learn from and practice with. Some are not always the most social, but they are not afraid to learn from others or do what is necessary to get what they want.

Improvisation 101

When you choose this Dance Style at 2nd level, you gain this benefit: When you roll a 1 on any attack roll or performance ability check, you may reroll the die but must use the new roll, even if the roll is a 1.

Audience Shake Up

At 6th level, your improvisation skills in your dancing can shock or inspire onlookers. Up to two times between rests, you may use this ability for one of the following effects:

  • You choose one creature other than yourself within 30 ft who can see you and hear you. That creature gains one grace die. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the grace die, but must decide before the DM says whether the roll succeeds or fails. Once the grace die is rolled, it is lost. A creature can only have one grace die at a time.
  • A creature you choose within 30 ft who can see you and hear you must make a Wisdom saving throw or become blinded until the end of your next turn.

You regain all expended uses of this ability after finishing either a short or long rest.

Interdisciplinary Study

At 11th level, you gain two dance moves with the prerequisite of another Dance Feature from the Dance Move list, even if the prerequisite also requires a higher dancer level than you currently posess. These do not count against your number of Dance Moves Known. Additionally, you double your proficiency bonus on any ability checks made for any two of your skill proficiencies that have not previously had this benefit from other Class Features (Expertise, etc.)

Pure Sense of Self

At 14th level, your inner energy is so honed to your expressions, body, mind, or identity that it shows itself in powerful ways. You are now immune to being charmed or frightened, and you have advantage on Charisma and Wisdom saving throws.


Swing Dance[edit]

Dancers who specialize in Swing Dance train to excel in manipulating movement and motion. These dancers are sought after as dance partners at almost any social gathering, or even as teachers for students. Whether they are dancing at a village festival, or at the most celebrated of royal dances, these dancers can be found connecting with the rythm of the music. These dancers tend to be social, but do not always need a partner to surprise or charm their way up the ladder of society.

Lead and Follow

When you choose this Dance Style at 2nd level, you gain the ability to use an action to switch places with an ally of the same size or smaller than you who is also within melee range of an opponent. This does not provoke opportunity attacks, and you and your ally gain a +1 bonus to AC until the end of your next turn.


The Best Helper

At 6th level, If you choose to use the Help action, the creature you aid not only gains advantage on the next ability check or attack it makes, it receives and rolls a grace die and adds the result to their roll. Additionally, you gain proficiency with two skills of your choice.

Perfect Synchronization

At 11th level, your ability to use your energies to connect with others becomes empowered. You have advantage on Persuasion and Insight checks.

Catchy Time Step

At 14th level, you gain an ability that manipulates the subtle rythm in the space around you. Two times between rests, you may use an action to begin a dance that lasts until the beginning of your next turn. You choose up to two creatures that you can see within 30 ft. The targets must succeed on a Wisdom saving throw or begin a comic dance in place: shuffling, tapping its feet, and capering until the end of your next turn. A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws. While a target is affected, other creatures (including yourself) have advantage on attack rolls against them. You regain all expended uses of this ability at the end of a long rest.

Dance Moves[edit]

If a dance has prerequisites, you must meet them to learn it. You can learn the dance move at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Inspiring Thunderclap Move
    • Range: 60 ft
    • Performance time: 1 action

You expend a grace point and choose a creature other than yourself within range who can see you and hear you. For the next 10 minutes, they have advantage on their next Charisma ability check.

Dangerous Twirl
    • Range: 30 ft
    • Performance time: 1 action

You expend 1 grace point to choose one creature other than yourself within 30 ft who can see you. That creature gains one grace die. Once within the next 10 minutes, the creature can roll the die and add the number rolled to the damage of an attack that hits. The creature can wait until after it rolls their normal damage before deciding to use the grace die, but must decide to use the grace die before the DM says whether the damage would kill (or knock unconscious) the creature or not. Once the grace die is rolled, it is lost. A creature can only have one grace die at a time.


Refreshing Walk
    • Range: self
    • Performance time: 1 action

You expend 1 grace point and roll one grace die. You gain temporary hit points equal to your grace die + your Constitution modifier.

Distracting Dosado
    • Range: melee attack
    • Performance time: 1 action

You expend 1 grace point and attempt a melee attack against a creature within your melee range. If you hit the target, then the target must make a Wisdom saving throw. If it fails, the next attack against the target has advantage. You may then move up to half your speed away from the target without provoking an opportunity attack from that target.

Defensive Rond
    • Range: self
    • Performance time: 1 bonus action
  • Inside combat: You expend a grace point and you may use a reaction to attack any creature who enters your melee range with a melee attack until the beginning of your next turn.
  • Outside combat: You expend a grace point. If used before or as part of a performance check you make, you may add a +1 bonus to your roll.
Spotting Move
    • Range: self
    • Performance time: 1 bonus action

You expend 1 grace point to make a Search action with advantage to any Perception or Investigation check you may need to make, as well as move up to half your speed.


Chaînés
    • Range: self
    • Performance time: 1 reaction

At any time you need to make a Dexterity saving throw while moving, you may expend a grace point and use your next reaction to gain advantage on that saving throw. If you succeed, you may also move an additional 5 ft.

Chassé
    • Range: self
    • Performance time: 1 bonus action

You expend a grace point to move up to your full speed and any allies may move through your space until the beginning of your next turn.

Free Spin
    • Range: self
    • Performance time: 1 bonus action

You expend a grace point and the next melee attack against you has disadvantage.

Charming Sway
  • Prerequisite: 3rd level*
    • Range: 30ft
    • Performance time: 1 action

You expend 1 grace point and target one humanoid within 30 ft of you that can see you. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you for 10 minutes. The charmed creature regards you as their superior, teacher, or esteemed friend. When the effect ends, the creature must succeed at a Charisma saving throw to know that it was charmed by you.

    • Additional Targets.** You may expend 2 additional grace points for each additional creature you wish to target. Each creature must be within 30 feet of you and be able to see you.
Tripping Gancho
  • Prerequisite: 3rd level, Swing Dance Feature*
    • Range: melee attack
    • Performance time: 1 action

You expend a grace point and attempt a melee attack against a creature within your melee range. If you hit the target, and the target is Medium or smaller sized, it must succeed with a Dexterity saving throw or be knocked prone.

Striking Kick
  • Prerequisite: 3rd level, Acrobatic Dance Feature*
    • Range: melee attack
    • Performance time: 1 action

You expend 1 grace point and attempt a melee attack against a creature within your melee range. If you hit the target, you add 1 grace die to the damage roll.

Illusion Turn
  • Prerequisite: 3rd level, Acrobatic Dance Feature*
    • Range: melee attack
    • Performance time: 1 action

You expend 1 grace point and roll a grace die in addition to the d20 to attempt a melee attack against a creature within your melee range. You add the grace die to the attack roll.

Choreographic Tension
  • Prerequisite: 3rd level, Performance Dance Feature*
    • Range: touch
    • Performance time: 1 action

You expend 1 grace point and touch an allied creature. That creature may use its reaction to move up to half its speed without provoking opportunity attacks.

Intimidating Gesture
  • Prerequisite: 3rd level, Ceremonial Dance Feature*
    • Range: 30 ft
    • Performance time: 1 action

You expend 1 grace point and target one creature you can see who can see you within range. That target must succeed on a Wisdom saving throw or become frightened until the end of its next turn.

Stunning Wing
  • Prerequisite: 5th level*
    • Range: melee attack
    • Performance time: 1 action

You expend 1 grace point and attempt a melee attack against a creature within your melee range. If you hit the target, the target must succeed on a Wisdom saving throw or be stunned until the end of its next turn. You may then expend an additional grace point to move up to half your speed away from the target without provoking an opportunity attack from the target.

Goading Step
  • Prerequisite: 5th level*
    • Range: melee attack
    • Performance time: 1 action

You expend 1 grace point and attempt a melee attack against a creature within your melee range. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against other targets other than you until the end of your next turn. You may then expend an additional grace point to move up to half your speed away from the target without provoking an opportunity attack from the target.

Inside Turn
  • Prerequisite: 4th level, Swing Dance Feature*
    • Range: melee attack
    • Performance time: 1 action

You expend 1 grace point, and choose one creature within your melee attack range. You and that target switch locations, and it must make a Dexterity saving throw. If it fails, the next attack against it has advantage.

Hijacking
  • Prerequisite: 6th level, Swing Dance Feature or Improvised Dance Feature*
    • Range: melee attack
    • Performance time: 1 action

You expend 1 grace point and attempt a melee attack against a creature within your melee range. If you hit the target, the target makes a Wisdom saving throw. If it fails, you cause the target to attack one creature of your choice, other than itself, that you can see within melee range of the target.

Ritual Aid
  • Prerequisite: 11th level, Ceremonial Dance Feature*
    • Range: Special
    • Performance time: Special

You expend 1 grace point and aid another in casting a spell that has the ritual tag. You halve the time it takes for the ritual version of the spell to be cast, and if the spell were to be cancelled due to the loss of the caster's concentration, it is not. You continue the ritual spell in place of the caster until either the ritual is complete, or you yourself lose concentration on the ritual as well.

Fouetté
  • Prerequisite: 17th level, Performance Dance Feature*
    • Range: melee attack
    • Performance time: 1 reaction
  • Inside Combat: When a creature attacks you with a melee attack and is within your melee range, you may expend 1 grace point. You cause that creature to have disadvantage with that attack. If the target misses, you may attempt a melee attack against that creature, adding 1 grace die to the damage roll.
  • Outside Combat: If used as part of a performance check for dance, you may expend any number of grace points. You add a +1 bonus to your roll per grace point expended.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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