Dancer, 4th Variant (5e Class)
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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
When creating a dancer here are some questions to ask yourself. What made you become a dancer? How did you become a dancer? what's your inspiration? Are you apart of a group? What is your desire? Do you serve a court? Are you apart of a group? Who taught you to dance? Was it a relative or a master? Did you learn at an academy? Why do you dance? What kind of dances do you know? Most importantly, what do you wish to accomplish by adventuring as a Dancer?
- Quick Build
You can make a Dancer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the entertainer background. Third, choose a scimitar, 10 darts, and a disguise kit as your starting equipment.
As a Dancer you gain the following class features.
- Hit Points
Weapons: Simple Weapons, Finesse Weapons
Tools: Disguise Kit, Forgery Kit, Musical Instrument
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Deception, Perception, Performance, Persuasion, and Sleight of Hand.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Scimitar or (b) Rapier or (c) Whip
- (a) 2 Daggers or (b) 10 Darts
- (a) Disguise Kit or (b) Forgery Kit or (c) Musical Instrument
|Features||Dances Known||Spells Known||—Spell Slots per Spell Level—|
|1st||+2||Astounding Aegis, Swiftfoot||—||—||—||—||—||—||—|
|3rd||+2||Dance Haus, Expertise||2||4||3||—||—||—||—|
|4th||+2||Ability Score Improvement||3||4||3||—||—||—||—|
|7th||+3||Uncanny Dodge, Unhindered Movement||4||6||4||3||—||—||—|
|8th||+3||Ability Score Improvement||4||6||4||3||—||—||—|
|10th||+4||Haus Feature, Swiftfoot||5||7||4||3||2||—||—|
|12th||+4||Ability Score Improvement||5||8||4||3||3||—||—|
|16th||+5||Ability Score Improvement||7||10||4||3||3||2||—|
|19th||+6||Ability Score Improvement||9||12||4||3||3||3||2|
|20th||+6||God like Beauty||10||12||4||3||3||3||2|
You utilize your dazzling moves as your defense. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
Your movement is increased by 5 ft. This skill increases another 5 ft at level 10.
At 2nd level, your skills in the art of dancing and grace have given you special abilities, giving you one dance of your choice. Your dance options are detailed at the end of the class description. When you gain certain dancer levels, you gain additional dances of your choice, as shown in the Dances column of the Dancer table. Additionally, when you learn a new dance, you can choose one of the dances you know and replace it with another dance that you could learn at that level. The number of dances you can perform a is 2 + your Charisma modifier, which is restored on a long rest.
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)
- 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
At 3rd level, you chose a Haus. Choose between Haus of Flying Daggers, Haus Allure or Haus Galvanize, all detailed at the end of the class description. Your choice grants you features at level 3 and again at 6th, 10th & 14th levels
At 3rd level, choose three of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Ability Score Increase
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.
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 7th 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.
When you reach the 7th level, you are no longer hindered by difficult terrain of any kind, including magical, as long as you are not wearing heavy armor.
Beginning at 11th level, you can nimbly dodge out of the way of certain area effects, such as a 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.
Starting at 13th level, you've become so well at your performance that people have a hard time following your movements on the field. Direct attacks against you have disadvantage, while you are performing a dance.
Starting at 15th level, your mind has become an enigma of tales of deceit and misdirection. all Charisma based throws made against you ( perception, persuasion, intimidation etc.) have disadvantage, and you have advantage on all Charisma saving throws
You have mastered your performance to the point that no one can resist you. starting at 18th level at the start of a dance you can choose up to 4 people who can see you. The targets must suceed a charisma saving throw. Those who failed are stunned as long as you continue your dance. Those attacked while stunned can make another Charisma saving throw to end the effect. You can use this ability once per encounter
At 20th level, your body is now the embodiment of grace and beauty. Your Charisma score increases by 4, to a maximum of 24. Additionally, your body no longer appears to age, and you cannot be aged magically, however you may still die of old age.
Haus of Flying Daggers
Dashing in presence and on the field. The Flying Daggers live to incorporate steel in their finesse and movement.
- Fighting Style
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.
Archery You gain a +2 bonus to attack rolls you make with ranged weapons
Close Quaters Shooter When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.
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.
- Jab, Parry, Riposte
Every strike is an opportunity for you 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 using your equipped piercing or slashing weapon. If you succeed, the target takes damage as if they were attacked by the weapon your are wielding (not including damage from your ability modifier) and you reduce all damage taken from their attack by half (rounded up). The counter damage is increased by 1d4 at 4th level, by 2d4 at 7th level, 3d4 at 13th level, and 4d4 at 19th level.
- Dances With Blades
Starting at 6th level, while concentrating on a dance, you can use your bonus action to make a melee attack.
- 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.
- Whirling Dervish
At 14th level You've mastered the battffield where it becomes your stage. You can add your your performance modifier to one of your damage rolls.
Haus of Allure
Beauty is what rules here. Not a person can resist your enticing presence when you join this Haus.
- Ego Trip
You are fierce and demanding. Creatures who have advantage against being charmed lose their advantage.
- Warped Beauty
While you are dancing, foes in a 15 ft radius have their speed halved.
- Disarming touch
At 6th level as an action you can touch a target, the target must make a Charisma saving throw against your spell save DC or have disadvantage on their melee and spell attacks next turn.
- Lover's Pain
At 10th level When you have a creature charmed you can use your action to give them a kiss. The kiss does 3d6 damage. This does not break the charm effect. This effect can be done once per target per long rest.
- Malevolent Seduction
At 14th level, you can use your action to try to entice a creature you see and can also see you. The selected target must make a Wisdom saving throw or be charmed. While charmed, creatures will stop what they are doing and spend their action trying to be by your side follow you around. While within 5 ft. of you, their turn is spent following your instructions. the effect ends after 1 hour, when you dismiss it or they are incapacitated. once you use this feature you must take a short or long rest before you can use it again
Dancers of this haus, use their skills to empower their allies. grace begets power and nothing is more powerful than this haus.
- Bonus Proficiencies
you gain proficiency with shields.
- Beautiful Tandam
Dancer's performance serves both as a distraction and an opening for their allies. While dancing, you can use the Help action as a bonus action instead to aid a friendly creature attacking a creature within 30 feet that can see you.
- Inspiring performance
Starting at 6th level, your performance can inspire others. As an action, you may inspire one creatures within 5 feet of you. The creature may use their reaction to move up to their movement speed, and make an action they'd normally be able to make on their turn. After using this feature, you must take a short or long rest before doing so again.
- Benevolent backlash
Starting at 10th level, you add your proficiency bonus to your initiative. You gain a +5 modifier to hit on a creature that has made an attack against an allied creature but has not had its turn in the current round. If you make an attack on a creature that has yet to have a turn yet, all attacks against that creature are made with advantage.
- Simply Glowing!
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.
You take an action to do each dance. All target The effect of the dance last as long as you spend your actions concentrating on the dance, unless otherwise stated.
- Enticing Prances
Up to 2 creatures of your choice within 10 ft must make a Wisdom saving throw or be charmed.
- Whirling Winds
Choose 3 allies who can see you, they gain a +15 to their movement
- Inspiring leaps
Up to 3 allies who are in a 10 ft. radius gain the effect of bless. Effect last as long as they stay within range
- Hopless Plights
5th Level Requirement Up to three three enemies within 10 ft. must make a Charisma saving throw. On a failure they get the bane effect. effect last as long as they stay witin range
- Vivacious Vittality
5th Level Requirement Up to five creatures within a 10 ft. radius of your choice gain 1d8 Temporary hit points. While concentrating on this dance on following turns targets gain 2 temporary hit points per turn. you are allowed to select new targets if the old ones are no longer in range.
- Blurred Whimsy
5th Level Requirement All enemies within 20ft have disadvantage when attacking an ally.
- Dreaded Omen
5th Level Requirement Four targets within 30ft that can see you must make a make a wisdom saving throw or be frightened. While frightened the creatures must take their turn dashing away from The source of fear. the effect ends when they are 60 ft. away.
- Soothing Sensations
All allies within 20 ft cannot be charmed or frightened.
- Dancing Mad
10th level Requirement A target that can see you becomes enraged. If a target is Unwilling, they must succeed a Charisma saving throw. While enraged they are inflicted with the rage status: however the only action they can take is attack. when the effect ends they gain a level of exhaustion (unless they are a barbarian).
- Captivated Grace
10th Level Requirement Three Creatures of your choice within 30 ft of you must make a Concentration saving thow or be incapacitated. While incapacitated their speed is reduced by half. The effect ends when the party is more than 30 ft away, or the target succeeds a Charisma saving throw after being attacked.
Dancer Spell List
Blade Ward, Resistance, Mage Hand, True Strike, Guidance, Friends, Shocking Grasp, Fire Bolt, Minor Illusion, Gust, Message, Prestidigitation, Mending, Thaumaturgy
- 1st Level
Bane, Charm Person, Compelled Duel, Hex, Sleep, Faerie Fire, Command, Disguise Self, Color Spray, Expeditious Retreat, Jump, Longstrider, Detect Magic, Identify, Absorb Elements, Shield
- 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
- 4th Level
Compulsion, Dominate Beast, Confusion, Greater Invisibility, Arcane Eye, Divination, Locate Creature, Dimension Door, Freedom of Movement
- 5th Level
Dominate Person, Hold Monster, Modify Memory, Seeming, Dream, Mislead, Telekinesis, Legend Lore, Rary's Telepathic Bond, Scrying
To qualify for multiclassing into the Dancer class, you must meet these prerequisites: Dexterity 13 and Charisma 13
When you multiclass into the Dancer class, you gain the following proficiencies: Light Armor, and proficiency with either a Disguise Kit or a Forgery kit