Dance Artist (5e Class)
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Dance Artist[edit]
Stepping gracefully across the open floor, she captivated those around her, their gazes locked on the ethereal beauty of her movements. She swayed and leaped until they could swear she was approaching them. She softly smiled, and they smiled back, as she drove her blade into them leading them to their pleasurable demise.
Creating a Dance Artist[edit]
As you create your dance artist there are a couple of things to consider. What style of dance will you have, something graceful and slow or something fast and flashy? the other thing you need to consider is how this dance has granted you magic, is it a ritual dance performed by generations of magicians and you are on of the long line of successors, have you been blessed by a powerful entity who granted your dance magical properties, or is it something entirely different? Whatever source you magic came from, you may choose how it's shown, weather it be a piece of showmanship excitedly showing of your power, or the intricacies of magic subtly mixed into the moves of your dance? Whoever your dancing artist is, this dance is the source of their strength, both martial and magical, so choose wisely.
Quick Build[edit]
You can make a dance artist quickly by following these suggestions. First make dexterity your highest ability score, followed by charisma and choose the entertainer background.
Class Features
As a Dance Artist you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Dance Artist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Dance Artist level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple weapons, rapiers, scimitars, shortswords, whips
Tools: Disguise 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) 2 scimitars or (b) a rapier
- (a) an entertainer's pack or (b) a burglar's pack
- (a) fine clothes, leather armor or (b) costume clothes, two daggers
Level | Proficiency Bonus |
Features | Dancing Arts Dice | Cantrips Known | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||||
1st | +2 | Charming Defence, Enchanted Movement | 1d6 | — | — | — | — | — | — |
2nd | +2 | Spellcasting, Fighting Style, Enchantress | 1d6 | 2 | 2 | — | — | — | — |
3rd | +2 | School of Dance, Expertise | 1d6 | 2 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 1d6 | 2 | 3 | — | — | — | — |
5th | +3 | Extra attack, Natural Charm | 2d6 | 3 | 4 | 2 | — | — | — |
6th | +3 | Perfect Timing | 2d6 | 3 | 4 | 2 | — | — | — |
7th | +3 | School of Dance feature | 2d6 | 3 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 2d6 | 3 | 4 | 3 | — | — | — |
9th | +4 | Effortless Fluidity | 3d6 | 3 | 4 | 3 | 2 | — | — |
10th | +4 | Ability Score Improvement | 3d6 | 3 | 4 | 3 | 2 | — | — |
11th | +4 | Combat Dancer | 3d6 | 4 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 3d6 | 4 | 4 | 3 | 3 | — | — |
13th | +5 | — | 4d6 | 4 | 4 | 3 | 3 | 1 | — |
14th | +5 | School of Dance feature | 4d6 | 4 | 4 | 3 | 3 | 1 | — |
15th | +5 | Steps of Air and Thunder | 4d6 | 4 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 4d6 | 4 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 5d6 | 4 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Improved Combat Dancer | 5d6 | 4 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 5d6 | 4 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Showstopper | 5d6 | 4 | 4 | 3 | 3 | 3 | 2 |
Charming Defence[edit]
At 1st level, as you dance you exude an air of confidence, causing your opponents to be distracted by your movements. While unarmored and not wearing a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
Enchanted Movement[edit]
At 1st level, the graceful steps you take around the battlefield can bewilder and confuse opponents. Your movement speed is increased by 10 feet.
Additionally, you have a pool of dancing arts dice, that may be used to perform specific dance moves with varying effects detailed at the end of the class description. the number of dance moves you know is equal to your proficiency bonus. You can only use each dance move once per turn, and your dancing arts dice pool replenishes at the start of a short or a long rest.
Whenever you gain a level in this class you can choose to replace one of your known dance moves with another that you meet the prerequisites for.
Spellcasting[edit]
At 2nd level, your supernatural charm grants you the ability to cast spells, much like a bard would.
- Spell Slots
The dance artist 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
The number of spells known by your dancing artist is equal to half your dancing artist level (rounded down)+ your charisma modifier. 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 and have a 16 charisma you may select 5 spells of 1st or 2nd level.
- Spellcasting Ability
Charisma is your spellcasting ability for your dance artist spells. Your magic comes from the enchanting essence of your movements, charming even the magics of this world as you dance. 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 dance artist 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
Fighting Style[edit]
Also at 2nd 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.
- Combat revelry
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength or dexterity modifier. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
- 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.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Enchantress[edit]
Additionally at 2nd level, if you spend 1 minute dancing for a crowd that can see you within 30 feet, you can make a Charisma (Performance) or Dexterity (Acrobatics) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the creature is charmed by you as long as the creature can see you dancing.
School of Dance[edit]
At 3rd level, you dive into a specialisation of dance; blade dancer, stage performer or temptress, all detailed at the end of the class description. Your choice grants you features at 3rd, 7th and 14th level
Expertise[edit]
Also at 3rd 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.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 10th, 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.
Extra attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Natural Charm[edit]
Also at 5th level, you learn the charm person spell if you don't already know it. This spell does not count against the number of Dancing artist spells known. You can cast this spell without using a spell slot by spending a dancing art die instead. Your target must be able to see you to be affected by this spell.
Perfect Timing[edit]
You are a master in your craft and you never miss a timing of a step in your dance. From 6th level, you add your Charisma modifier to your initiative rolls.
Additionally, you gain an additional 10 feet of movement on your first turn of combat.
Effortless Fluidity[edit]
At 9th level, your dancing seems to have no beginning nor end, flowing smoothly as if you never stop. When you spend your last dancing art die, you can force a creature within 30 feet to make a Wisdom saving throw against your spell save DC. On a failed save, that creature is charmed by you until the end of your next turn, or until it is attacked or damaged by you or one of your allies.
Combat Dancer[edit]
At 11th level, your understanding of both combat and dancing allows you to seamlessly flow between the two. When you hit a creature with an attack using a unarmed strike or finesse weapon, you can spend a dancing art die to cause additional damage equal to the number rolled + your Charisma modifier.
You can then use one of your Dancing Arts without spending a die.
Steps of Air and thunder[edit]
You have master the art of dance to near perfection, you control over the strength of your steps is immaculate. From 15th level, at the start of your turn, you can choose to gain one of the benefits below.
You can use this feature a number of times equal to your proficiency bonus, regaining your uses after a long rest.
- Steps of Air
You gain a flying speed equal to your movement speed until the end of your turn. If you end your turn on the air, you fall as if you were under the effects of feather fall.
- Steps of Thunder
You can force creatures of your choice within 15-feet of you to make a Strength saving against your spell save DC or be knocked prone.
Dance Master[edit]
At 18th level, when you roll initiative and have no dancing art dice left, you regain one die.
Showstopper[edit]
At 20th level you have become grace incarnate, every move made by you perceived as perfection by those around you giving you multiple benefits:
- You cannot roll lower than a 15 on any Charisma checks in which you have proficiency with.
- Whenever you roll for initiative, all creatures have Disadvantage on attack rolls against you until you attack them or cast a harmful spell on them
Schools of Dance[edit]
School of the Blade[edit]
With deadly grace and ferocious agility, Dance Artists trained in the school of the blade learn how to use light bladed weapons - generally curved swords and long knives - to slash their opponents while they are too dazed by their dances to prevent it.
- Tactical Footwork
Each step you take is made with both beauty and tactics in mind. At 3rd level, whenever you are about to make an attack with a finesse weapon or unarmed strike you may reduce your movement speed by 10 feet until the start of your next turn to gain +1 to the attack and damage rolls of the attack.
- Beauty of the Blade
At 7th level your blade work is so seamless it is hard to tell where your body stops and your weapon begins. As a part of the attack action you may choose one creature you have not attacked this turn and cause them to make a charisma saving throw against your spell save DC or be charmed for one minute. This feature may be used proficiency bonus times per day and all uses are regained after a short rest
- Fighting Rhythm
Your expertise in combat melds perfectly with your dancing. From 14th level, the first time you expend a dancing arts die on a turn you may choose a target to gain advantage against until the end of the turn. This feature may be used proficiency bonus times per day and all uses recharge on a long rest.
Show Performer[edit]
Dance artists trained in the school of performance are specialized in the charming nature of their dance. Using swift and elegant movements, performers are capable of enthralling watchers in mass, ensnaring them in a hypnotic trance.
- For the Masses
From 3rd level, anytime you charm a creature, you may expend a dancing arts die to choose another creature and target them with the same charming effect.
- Paired Choreography
Starting from 7th level whenever an ally within 5ft of you end their turn you may use your reaction to grant them temporary HP equal to your dancing artist level
- Dazzling Performance
At 14th level you gain the ability to, once a day, force all creatures of your choice to make a charisma saving throw or be incapacitated until the start of your next turn as an action. Creatures that are charmed by you have disadvantage on this saving throw. This feature recharges after a long rest.
Temptress[edit]
Temptress - as are known those trained in the school of temptation, are adept to personal, private dances. They employ their charm and seduction to get what they want from their targets, using this ability to manipulate their way into the minds and hearts of their targets.
- Coerced Obedience
At 3rd level you have learned to use your beauty to influence the choices of those around you. As a bonus action you may expend a dancing arts die to make another creature make an attack against a creature of your choice other than themselves by expending their reaction. The attacking creature can choose to try and resist this effect by making a charisma saving throw against your spell save DC. Creatures charmed by you automatically fail this saving throw.
- Peerless Beauty
Those who see your graceful dance are captivated by your splendour. From 7th level, anytime you charm a creature they must make a charisma saving throw against your spell save DC or become stunned until the end of your next turn.
- Favoured by the Masses
Your beauty is renowned by all who see it. starting at 14th level, you know the mass suggestion spell and may cast it twice without expending a spell slot. All uses of this feature reset on a long rest.
Dance Moves[edit]
- Allegro
On your turn, you can roll a dancing arts die to increase your movement by 5 feet x the number rolled. This increase lasts until the end of your turn.
- Ballonné
prerequisite: 9th level
As a bonus action, you can expend a dancing arts die and cause a number of creatures able to see you within 30 feet equal to the roll of the die to have disadvantage on any attack rolls against creatures other than you.
- Box Step
prerequisite: 9th level
As a reaction when you are attacked, you can expend a dancing arts die and add the value rolled to your AC. If this prevents the attack from hitting, you can make an attack with a finesse weapon or unarmed strike against the attacking creature at advantage as part of the same reaction.
- Chainé Turns
prerequisite: 13th level
Once on your turn, when you hit an attack with a finesse weapon or unarmed strike, you can expend a dancing arts die to make an additional attack on the same target, rolling your dancing arts die and adding the result to the attack roll of the additional attack
- Chassé
As part of an opportunity attack, you can expend a dancing arts die to move up to half your movement speed towards the target of the attack. This movement does not provoke opportunity attacks
- Double Reverse Spin
When you take the dash action you may roll one dancing arts die and deal damage equal to the roll to any creature you choose that you pass within 5ft of as a part of the movement. This movement does not provoke opportunity attacks.
- Enchufla
prerequisite 5th level
When next to an ally of medium size or smaller you may expend a dancing arts die and 5 feet of movement to swap positions with them. When performing this dance move, the ally moved may use their reaction to move up to half their movement speed
- Lock Step
When you hit a creature with an attack with a finesse weapon or unarmed strike you may expend a dancing arts die and decrease their movement speed an amount equal to 5*a roll of your dancing arts die
- Pirouette
prerequisite: 5th level
You may make the Dodge action as a bonus action by expending a dancing arts die
- Telemark
You may expend a dancing arts die to move your movement speed away from a creature you choose as a bonus action
- Virtuoso
prerequisite: 13th level
When you cast a spell as an action, you may expend a dancing arts die to make an attack with a finesse weapon or unarmed strike as a bonus action
Dance Artist Spell List[edit]
- Cantrips
Blade Ward, Chill Touch, Dancing Lights, Firebolt, Friends, Light, Lightning Lure, Mage Hand, Minor Illusion, Prestidigitation, Shape Water, Thaumaturgy, Vicious Mockery
- 1st Level
Animal Friendship, Bane, Charm Person, Command, Comprehend Languages, Cure wounds, Detect Magic, Disguise Self, Expeditious Retreat, Faerie Fire, Grease, Healing Word, Illusionary Script, Jump, Longstrider, Silent Image, Silvery Barbs, Sleep, Speak With Animals, Unseen Servant
- 2nd Level
Aid, Alter Self, Animal Messenger, Blindness/Deafness, Blur, Calm Emotions, Detect Thoughts, Enhance Ability, Enthrall, Hold Person, Invisibility, Magic Mouth, Mirror Image, Misty Step, Pass Without Trace, See Invisibility, Spider Climb, Suggestion, Zone of Truth
- 3rd Level
Beacon of Hope, Catnap, Dispel Magic, Enemies Abound, Gaseous Form, Haste, Hypnotic Pattern, Incite Greed, Major Image, Motivational Speech (Done with a dance), Sending, Thunder Step, Water Walk
- 4th Level
Banishment, Charm monster, Compulsion, Confusion, Dimension Door, Dominate Beast, Freedom of Movement, Greater Invisibility, Locate Creature
- 5th Level
Dominate Person, Dream, Far Step, Geas, Hold Monster, Mislead, Modify Memory, Seeming
Multiclassing[edit]
- Prerequisites
To qualify for multiclassing into the dance artist class, you must meet these prerequisites: Dexterity 13 and Charisma 13
- Proficiencies
When you multiclass into the dance artist class, you gain the following proficiencies: Light Armor, simple weapons, rapiers, scimitars, shortswords, whips, one Skill from the Class List, and proficiency with a Disguise Kit
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