Dancer, Variant (5e Class)
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Dancer[edit]
A young elf twirls in circles, watching with delight as the leaves on the ground follow her movements.
Faced by two brigands, the would-be victim's bursts of motion turn into a flurry that leaves their attackers slack-jawed.
For the court's entertainment, an elaborately costumed man and woman clash, their battle more art than combat.
Dancers are masters of their own body. Through careful motion they may inflict dazzling attacks, or even manipulate the energy around them. The very environment is a weapon in a Dancer's hands.
Creating a Dancer[edit]
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How did your character become a dancer? Was it a hobby? Did they dance professionally? Were they a dancer for a court, or with a troupe? Were they a street performer, or did they perform in a theater? Perhaps they were a slave at one point? Who taught or inspired them to dance? Was it a master? A friend? Or somebody who they only read about in a book and started emulating.
Why did they start adventuring? Are they searching for a lost member of their troupe? Or did they scam their troupe, and are on the run? Did they escape from a cruel master, and are trying to distance themselves from them? Do they simply see adventuring as training for a grand performance?
- 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 rapier, leather armor, and a diplomat's pack as your starting equipment.
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
Weapons: Simple weapons, Martial weapons
Tools: Disguise Kit, one musical instrument
Saving Throws: Dexterity, Charisma
Skills: Choose 2 from Acrobatics, Deception, Insight, 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 rapier or (b) A whip or (c) 2 daggers
- (a) Leather armor or (b) A padded shirt
- (a) A diplomat's pack or (b) An entertainer’s pack
- One musical instrument of your choice
Level | Proficiency Bonus |
Features | Cantrips Known | Dancing Step | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||||
1st | +2 | Dancer's Flow, Natural Talent | — | +5 ft. | — | — | — | — | — |
2nd | +2 | Dancing Step, Spellcasting | 2 | +5 ft. | 2 | — | — | — | — |
3rd | +2 | Dance Style | 2 | +5 ft. | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 2 | +10 ft. | 3 | — | — | — | — |
5th | +3 | Extra Attack | 2 | +10 ft. | 4 | 2 | — | — | — |
6th | +3 | Uncanny Dodge | 3 | +10 ft. | 4 | 2 | — | — | — |
7th | +3 | Dance Style Feature | 3 | +10 ft. | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 3 | +15 ft. | 4 | 3 | — | — | — |
9th | +4 | Split Second Recovery | 3 | +15 ft. | 4 | 3 | 2 | — | — |
10th | +4 | Evasion | 3 | +15 ft. | 4 | 3 | 2 | — | — |
11th | +4 | Dance Style Feature | 4 | +20 ft. | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 4 | +20 ft. | 4 | 3 | 3 | — | — |
13th | +5 | — | 4 | +20 ft. | 4 | 3 | 3 | 1 | — |
14th | +5 | Beguile | 4 | +20 ft. | 4 | 3 | 3 | 1 | — |
15th | +5 | Dance Style Feature | 4 | +25 ft. | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 5 | +25 ft. | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 5 | +25 ft. | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Perfection | 5 | +30 ft. | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 5 | +30 ft. | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Neverending Show | 5 | +30 ft. | 4 | 3 | 3 | 3 | 2 |
Saving Throws[edit]
Some of your features require a targeted creature to make a saving throw. Unless stated otherwise, the saving throw DC is calculated as follows: 8 + your Dexterity modifier + your proficiency modifier
Dancer's Flow[edit]
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
Natural Talent[edit]
You have a talent for performance and a flair for the dramatic. You are proficient in the Performance skill. If you are already proficient in this skill, double your proficiency bonus.
Dancing Step[edit]
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain dancer levels, as shown in the dancer table.
Spellcasting[edit]
You have learned to untangle and reshape the fabric of reality in tandem with your graceful movements. Your spells are part of your vast repertoire, magic that you can tune to different situations. The list of Dancer spells can be seen at the bottom of this page.
- Cantrips
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 Dancer 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 cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
- Spells Known of 1st Level and Higher
You know two 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 passion that you put into the dances you perform. 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
- Ritual Casting
You can cast any dancer spell you know as a ritual if that spell has the ritual tag.
- Spellcasting Focus
You can use a musical instrument (see the Tools section) as a spellcasting focus for your dancer spells.
Dance Style[edit]
Beginning at 3rd level, you choose what dancing style you wish to emulate. You are able to choose from the Mesmerizer, Acrobat or Magician, and learn features based on your choice at 3rd level, and again at 7th, 11th and 15th level. The features determined by your choice are explained at the end of this page.
Ability Score Increase[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.
Extra Attack[edit]
At 5th level, you can attack twice instead of once whenever you use the Attack action.
Uncanny Dodge[edit]
Starting at 6th 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.
Split Second Recovery[edit]
Beginning at 9th level, you learn how to correct a mistake without others noticing. When you roll a d20 and the result is a failure, you are able to roll again. After you roll a second time, you must use the second roll. You are able to use this feature 3 times, and regain expended uses upon finishing a long rest.
Evasion[edit]
Beginning at 10th 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.
Beguile[edit]
When you reach 14th level, your wit and charm know no bounds. When a creature would make a saving throw to resist being charmed by you, they make the saving throw with disadvantage.
Perfection[edit]
When you reach 18th level, you learn to make your performance better. You gain proficiency in a saving throw of your choice. You are not able to choose a saving throw that you are already proficient in.
Neverending Show[edit]
At level 20, you are a master of your dances. You are now able to use your dance moves granted by your choice of Dance Style twice as many times as normal.
Dance Styles[edit]
Mesmerizer[edit]
Mesmerizers enchant and entrance. There are few who are able to see a Mesmerizer and not stop looking.
- Mesmerizer Dance Moves
Beginning at 3rd level, you are able to perform one of the following 3 dance moves as an action. You are able to use your dance moves a number of times equal to your Dexterity modifier (minimum once), and regain all expended uses when you finish a short or a long rest.
- Come Hither: When you use this feature, any hostile creature within 15 feet of you that can see you must make a Charisma saving throw using your spell save DC. On a failed save, the targets are charmed by you for the next minute. On a successful save, the targeted creatures aren't charmed. A creature who is charmed is able to repeat this saving throw at the beginning of each of their turns, ending the effect on the success. When a creature is no longer charmed, they realize that they have been duped, and become hostile to you.
- Performance Anxiety: When you use this feature, any hostile creature within 15 feet of you that can see you must make a Charisma saving throw using your spell save DC. On a failed save, the targeted creatures subtract your proficiency bonus from all attack rolls, ability checks, and saving throws they make during their next turn. On a successful save, they resist this effect.
- Audience Participation: When you use this feature, you can give your allies a temporary boost to their morale. Make a Charisma check; if the result is equal to or greater than 15, your allies add 1d4 to all attack rolls, ability checks, and saving throws they make within the next minute.
- Cloud the Mind
Beginning at 7th level, you have mastered dances that allow you to befuddle and cloud the minds of others. As an action, you can force a number of targets equal to your Charisma modifier within 15 feet of you to make a wisdom saving throw against your spell save DC. On a failed save, they are subjected to the effects of the compulsion spell or the confusion spell (your choice). You can use this ability once, and regain the ability to use it when you finish a long rest.
- Upstage
Beginning at 11th level, you are able to deflect mind altering effects back to their casters.
You can use your reaction when a creature casts a spell or uses an ability that forces you to make a saving throw to resist getting the charmed, frightened or sleep conditions to attempt to reflect the effect. If you succeed on the saving throw, you can inflict the creature with the condition instead of yourself. If you fail, it affects you as normal.
You are able to use this feature 3 times, and regain all expended uses when you finish a long rest.
- Showstopper
Beginning at 15th level, you learn to stop others cold. As an action, you are able to force any hostile creature who can see you to make a charisma saving throw against your spell save DC.
On a successful save, the targeted creatures are only able to use the move, dash, dodge or disengage actions, until the end of their next turn, and they are immune to this dance for the next 24 hours. On a failed save, the targeted creatures are incapacitated until the end of their next turn.
You are able to use this feature 3 times, and regain expended uses upon finishing a long rest.
Acrobat[edit]
Nimble and agile, an acrobat is able to move freely about, almost uninhibited by gravity.
- Acrobat Dance Moves
Beginning at 3rd level, you are learn the following 3 dance moves. You are able to use your dance moves a number of times equal to your dexterity modifier (minimum once), and regain expended uses upon finishing a short or a long rest.
- Somersault: As an action, you begin a special dance. For the next minute, when a creature makes an attack against you (whether they hit or miss), you can use your reaction to move half your movement speed. This movement doesn't trigger opportunity attacks.
- Fancy Footwork: As a bonus action, you begin a dance of slipping in and out of opponent's range. During this turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of the turn.
- Dancer's Insight: Your extensive training has allowed you to develop an eye for detail, increasing your chances of dodging attacks. You can take a bonus action to make a Wisdom (Perception) check against one opponent contested by their Charisma (Deception) check. On a success, the opponent's next attack against you has disadvantage.
- Roundalay
Beginning at 7th level, you learn how to handle multiple opponents at once. If you use your attack action against a creature, you are able to use your second attack against another creature that is within 10 feet of yourself.
- Vault
Beginning at 11th level, you've learned to vault over creatures and objects. When faced with a creature or object no more than 1 size larger than yourself, you can spend your bonus action to vault over it, landing on the other side. If you vault over a creature, it can make an acrobatics check against your spell save DC. If they surpass your spell save DC, you instead fall prone in front of them.
When you successfully vault over a creature, you gain advantage on your next attack roll against that creature before the end of this turn.
- Majestic Presence
Beginning at 15th level, your acrobatic prowess and immeasurable grace have allowed you to ascend to the absolute heights of your craft. Whenever an opponent attempts to make an attack against you, you can use your reaction to force them to make a Charisma saving throw equal to 8 + your Charisma modifier + your proficiency bonus. If they fail, they are unable to attack you and must choose another target within range, otherwise their attack is wasted. On a successful save, they are able to attack you, but the roll(s) are made with disadvantage. This feature can only be used a number of times equal to your Charisma modifier, and you recover all uses upon completing long rest.
Magician[edit]
Magicians are truly magically adept, adding more to their mystical repertoire of dance moves.
- Magician Dance Moves
Beginning at 3rd level, you learn the 3 following dance moves. You are able to use your dance moves a number of times equal to your dexterity modifier (minimum once), and regain all expended uses when you finish a short or a long rest.
- Lightning Reflex: When you are attacked by a creature within 30 feet of you, you are able to use reaction to halve the damage taken. The creature that attacked you must succeed on a Dexterity saving throw against your spell save DC or take lightning damage equal to 1d8 + half your dancer level.
- Fiery Flamenco: As an action, you create a trail of flames across all your future movement during this turn. Any hostile creature that tries to pass through the trail must make a Constitution saving throw against your spell save DC. On a failed save, its movement speed is halved and it takes fire damage equal to your dancer level. On a successful save, it takes half the fire damage and its speed isn't halved. The trail fades at the start of your next turn.
- Cold Shoulder: When a hostile creature successfully attacks you, you can use your reaction to cause the ground beneath and around them to erupt with ice, causing icicles to sprout around them. The area within 5 feet of them becomes difficult terrain, and they must make a Dexterity saving throw against your spell save DC or take cold damage equal to 1d8 + half your dancer level. On a successful save, they avoid the damage.
- Elemental Samba
Beginning at 7th level, you are able to tap into the rhythmic energies of the earth. As an action, you begin a mystic dance. For the next 10 minutes, you gain resistance to all elemental damage types (acid, cold, fire, lightning, poison, and thunder damage). Alternatively, you can choose one of these damage types; you and any allies within 30 feet of you when you start the dance gain resistance to that type of damage for the next hour. This dance can be performed a number of times equal to your Charisma modifier, and you regain all expended uses when you complete a long rest.
- Out With a Bang
Beginning at 11th level, you are able to go out on a high note. When you are reduced to 1 or 0 hit points, you can force all enemies within 60 feet of you to make a Constitution saving throw against your spell save DC. On a failed save, they take 4d12 thunder damage and are deafened. On a successful save, they take half as much damage and aren't deafened.
- Grand Crescendo
Once you hit 15th level, you learn how to tap into the primal energies of the weave itself. You can't control them completely, but they respond to you enough that they do not harm you or your allies. As a bonus action, you can roll a d8. All enemies within 30 feet of you take 8d6 damage of the type you roll on the d8, as shown below. You can use this feature up to a number of times equal to half your Charisma modifier (rounded down), and you regain all expended uses when you finish a long rest.
d8 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Poison 7 Psychic 8 Thunder
Dancer Spell List[edit]
You know the following spells on the Dancer spell list as described in your Spellcasting feature.
- Cantrips
Blade Ward, Dancing Lights, Frostbite, Gust, Message, Minor Illusion, Prestidigitation, Produce Flame, Resistance, Shocking Grasp, Thaumaturgy, Thunderclap, True Strike, Vicious Mockery
- 1st Level
Charm Person, Color Spray, Compelled Duel, Disguise Self, Expeditious Retreat, Jump, Magic Missile, Shield, Sleep, Thunderwave
- 2nd Level
Alter Self, Blur, Calm Emotions, Dust Devil, Enthrall, Hold Person, Mirror Image, Misty Step, Pass without Trace, Rope Trick, Suggestion
- 3rd Level
Blink, Fear, Gaseous Form, Hypnotic Pattern, Major Image, Sending, Water Walk, Wind Wall
- 4th Level
Dimension Door, Freedom of Movement, Greater Invisibility, Leomund's Secret Chest, Mordenkainen's Private Sanctum, Otiluke's Resilient Sphere
- 5th Level
Control Winds, Dominate Person, Dream, Geas, Hold Monster, Mislead, Modify Memory, Seeming, Telekinesis
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Dancer class, you must meet these prerequisites: Dexterity 13, Charisma 13
Proficiencies. When you multiclass into the Dancer class, you gain the following proficiencies: Disguise Kit, one musical instrument.
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