Dancer, 5th Variant (5e Class)
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Dancer, 5th Variant (5e Class)
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
- 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, a musical instrument, and an Entertainer's Pack.
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 3 from Acrobatics, Deception, Insight, 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
- An entertainer's pack.
- If you are using starting wealth, you have 5d4x10 GP in funds.
|Features||Spells Known||—Spell Slots per Spell Level—|
|1st||+2||Seducing movements, Fighting Style||—||—||—||—||—|
|2nd||+2||Fluid Motion, Spellcasting||3||2||—||—||—||—|
|4th||+2||Ability Score Improvement||4||3||—||—||—||—|
|6th||+3||With Legs Like These||5||4||2||—||—||—|
|7th||+3||Uncanny Dodge, Evasion||6||4||3||—||—||—|
|8th||+3||Ability Score Improvement, Quick Thinking and Quicker Feet||6||4||3||—||—||—|
|11th||+4||Fluid Motion Upgrade||8||4||3||3||—||—|
|12th||+4||Ability Score Improvement||8||4||3||3||—||—|
|16th||+5||Ability Score Improvement||10||4||3||3||2||—|
|17th||+6||Quick Thinking and Quicker Feet improvement||11||4||3||3||3||1|
|19th||+6||Ability Score Improvement||12||4||3||3||3||2|
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.
At 1st 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.
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 misses and attacks, you may use your reaction to perform a backflip, 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.
Front Walkover When a creature uses a ranged attack against you and misses, you may use your reaction to make a move of 10 feet to the side in either direction. Starting at 11th level, you can move towards the attacker.
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 Known
You know three cantrips from the Dancer Spell list (shown at the bottom of this page). You learn an additional cantrip at 5th, 11th, 16th, and 19th levels. Additionally, When you gain a level in this class, you may replace one of the cantrips you know with a different cantrip from the Dancer spell list.
- 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, choose three of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 3rd level, your movement is increased by 5 ft. This skill increases another 5 ft at level 10.
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.
With Legs Like These
By 6th 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.
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.
Beginning at 7th 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.
Quick Thinking and Quicker Feet
Starting at 8th level, you add your proficiency bonus to your initiative. You gain advantage on attack rolls once per creature if that creature initiative roll is lower than yours.
At 17th level, you gain an additional number of reactions equal to half of your Dexterity modifier rounded down.
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, backing away up to 10ft in order to re-coordinate yourself, this movement does not provoke opportunity attacks.
Starting at 13th level, you've become so well at your performance that people have a hard time following your movements on the field. No attack roll has advantage against you while you aren't incapacitated.
Additionally, when you are attacked, you can use your reaction to impose disadvantage on attacks against you until the start of your next turn. You can use this feature a number of times equal to half of your Charisma modifier rounded up.
At 15th 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 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.
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.
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.
Dancer Spell List
You know all of the spells on the basic 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, Dancing Lights
- 1st Level
Detect Magic, Searing Smite, Shield of Faith, Wrathful Smite, Inflict Wounds, Command, Compelled Duel, Bane, Charm Person, Hex, Sleep, Disguise Self, Expeditious Retreat, Jump, Longstrider, Absorb Elements, Shield
- 2nd Level
Branding Smite, Calm Emotions, Suggestion, Hold Person, Enthrall, Blur, Invisibility, Mirror Image, Alter Self, Enhance Ability, Magic Weapon, 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, Dowon's Energy Deflection, Elemental Weapon, Remove Curse, Aura of Vitality, Blinding Smite, Bestow Curse, Counterspell, Flare Wave Explosion
- 4th Level
Aura of Life, Death Ward, Locate Creature, Staggering Smite, Compulsion, Dominate Beast, Confusion, Greater Invisibility, Arcane Eye, Divination, Dimension Door, Freedom of Movement
- 5th Level
Dominate Person, Hold Monster, Modify Memory, Seeming, Dream, Mislead, Telekinesis, Legend Lore, Rary's Telepathic Bond, Scrying, Immolation, Destructive Wave
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: Two Skills from the Class List, and proficiency with Finesse weapons.