Dancer Class v1.33

by WallEFister

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Dancer v1.33

With a lively tune on her lips, an elf carves her way through the battlefield of orcish raiders. Her enemies attempt to pin her down, each time to no avail. Every swing of a weapon made, she dodges with ease, leaving openings for her allies as much as answering with her own strikes.

A young tielfing smiles as fire curls up his arms. With a flourish, he sends the flames up and blossoming outwards. The gathered crowd squeals with excitement as the fire drifts apart in shapes of small flowers.

A human says a silent prayer as she rushes to the aid of her surrounded knight companion. With nothing but her touch, the man feels his strength return as he readies a fresh volley of attacks.

A dancer moves with an effortless grace, their zeal and excitement driving them to new heights. Their performances do so much more than entertain, as they inspire allies to further acts of bravery, befuddle the actions of their foes, and even pull at the strings of magic.

Thrilling Performance

Dancers spend their time perfecting the movements and motions of their routines, just to see the reactions of wonder from their audiences. Raw charisma exudes from their performances, as they revel in them as much as those watching. This intensity is infectious. Companions of a dancer often find them as a constant source of inspiration and encouragement. A good dancer does as much to bring out the full potential of their friends as they do for themselves.

Physicality plays as much of a role in a dancer's routines as their personality. Constant practice sees them developing an uncanny speed and fluidity of motion that few can adequately follow. Leaping, twirling, and spinning across their stage, or the battlefield, a dancer is hard to pin down and even harder to fully stop. This agility is one of the dancer's best weapons, whether it's being used to wow a crowd or slip through their enemies.

Wanderlust

Many types of physical performers can be found throughout the world. Tight-rope walkers, fire eaters, and gymnasts all abound, but few find the passion and fulfillment from their art enough to become a true dancer. Money is not the goal, nor is fame. A dancer plies their trade to hear the awe of the crowd at their newest move and the laughter and happiness that comes from their performances. This leads to a constant drive to improve and a longing for new experiences to use as inspiration for their performances.

For this reason, many dancers leave their homes to see the world and discover what new wonders it holds for them. A new city, a new person, even a new sunset can color a dancer's next show. Searching for the next inspiration often leads to falling in with bands of adventurers. Whether figuring out that final step by learning from a comrade's fighting style, to picking up new footwork while dodging a monster's attacks, the life of an adventurer is a fertile space for dancers to improve.

The Dancer
Level Proficiency Bonus Addt'l Movement Invigorate Features
1st +2 +5 ft. - Unarmored Defense, Lively Step
2nd +2 +5 ft. 3 Invigorate, Quick Feet
3rd +2 +5 ft. 3 Performance Style
4th +2 +5 ft. 3 Ability Score Improvement, Grace
5th +3 +5 ft. 3 Extra Attack, Enrapture
6th +3 +10 ft. 3 Style Feature
7th +3 +10 ft. 3 Whirling Evasion
8th +3 +10 ft. 4 Ability Score Improvement
9th +4 +10 ft. 4 Follow Me
10th +4 +10 ft. 4 Style Feature
11th +4 +15 ft. 4 Fluid Motion
12th +4 +15 ft. 4 Ability Score Improvement
13th +5 +15 ft. 4 Sure Stride, Whirling Evasion improvement
14th +5 +15 ft. 5 Style Feature
15th +5 +15 ft. 5 Mercurial Spirit
16th +5 +20 ft. 5 Ability Score Improvement
17th +6 +20 ft. 5 Style Feature
18th +6 +20 ft. 5 Heart of Freedom
19th +6 +20 ft. 5 Ability Score Improvement, Whirling Evasion improvement
20th +6 +20 ft. 6 Perfect Form

Creating a Dancer

As you craft your dancer, think of the choices and circumstances that brought you to this lifestyle. Were you born wealthy with your decisions made for you? Has life always been a struggle, using your performances to find joy as much as scrape by? Consider whether you learned your dancing of your own volition, or to please another.

Who taught you the techniques you use to dance? Did you have a formal teacher, prescribing perfection from your movements? Or was it more mystical, such as stumbling into a fairy circle full of fluttering fey? Were you part of a dancing troupe, learning from each other, or did you learn alone? And how does this color your dancing? Are you rigid but graceful, sticking precisely to the forms you were taught? Do you let the rhythm take hold and follow it where it goes?

Quick Build

You can make a dancer quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Charisma. Second, choose the entertainer background.

Optional Rule: Multiclassing

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose dancer as one of your classes.

Ability Score Minimum. As a multiclass character, you must have Dexterity and Charisma scores of at least 13 to take a level in this class or to take a level in another class if you are already a dancer.

Proficiencies Gained. If dancer isn't your initial class, here are the proficiencies you gain when you take your first level as a dancer: simple weapons, one skill from the class's skill list.

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 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per dancer level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, scimitars, shortswords, and whips
  • Tools: Disguise kit or one musical instrument of your choice

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose three from Acrobatics, Athletics, 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) two simple melee weapons or (b) two scimitars
  • (a) 10 darts or (b) a sling with 20 bullets
  • an entertainer's pack
  • a disguise kit

If you forgo this starting equipment, as well as the items offered by your background, you start with 4d4 x 10 gp to buy your equipment.

Lively Step

Also at 1st level, you've learned to quickly weave yourself through the battles of your allies and enemies. Opportunity attacks made against you are made with disadvantage, moving through a friendly creature’s space no longer costs you extra movement, and you can move through the space of any hostile creature as difficult terrain.

Additionally, your speed increases by 5 feet. This bonus increases when you reach certain dancer levels, as shown in the Dancer table.

Unarmored Defense

Starting at 1st level, so long as you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Invigorate

At 2nd level, your performances can now inspire your allies to new heights. As an action, you may grant a friendly creature within 5 feet of you the ability to take an additional action at the end of your turn. This extra action can't be used to take the Cast a Spell action.

You can use this feature three times. You regain all expended uses when you complete a short or long rest. You gain an additional use at 8th, 14th, and 20th level.

Quick Feet

Starting at 2nd level, the call to move is ever present for you. You can take the Dash action as a bonus action on your turn.

Performance Style

At 3rd level, you have chosen to use a specific style in relation to your dances: Keen Edge, Defiant Stomp, Devoted Duet, Seraph Feather, Surging Tide, or Whispering Ember. These Styles are detailed at the end of the class description. Your choice of Style grants you features at 3rd level, and again at 6th, 10th, 14th, and 17th level.

Ability Score Improvement

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.

Grace

Starting at 4th level, your training in dance and footwork has changed even the basic ways in which you move. Choose one of the options below. You may choose another of these options at 9th level.

Austere. Your steps are firm and planted. When you are pushed or forcibly moved, the distance you are moved is reduced by 5 feet.

Daring. You are sure of even the most brazen acts. You have resistance to falling damage.

Elegant. You have impeccable balance. You have advantage on ability checks to avoid being knocked prone.

Quiet. You are light as a feather when you move. Creatures have disadvantage on Wisdom (Perception) checks to find you if they are relying on hearing, and you can’t be detected by tremorsense.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action.

Enrapture

Also at 5th level, you’ve learned to use the mesmerizing aspects of your performances to clear the minds of your allies. As a bonus action, you can allow a creature within 5 feet to immediately make a saving throw against any effect causing the target to be charmed, frightened, or possessed.

Whirling Evasion

At 7th level, your speed and grace let you dodge out of the way of certain area effects, such as a black dragon’s caustic breath or a lightning bolt 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.

Additionally, you can use your momentum to direct the effect away from allies. If you succeed on a Dexterity saving throw, allies within 10 feet of you gain advantage on their saving throw against the same effect. The range of this ability increases to 20 feet at 13th level and 30 feet at 19th level.

Follow Me

At 9th level, you can now bring your allies into your performances. When you move through an allied creature’s space, they can use their reaction to follow your remaining movement so long as their movement speed is not 0. This does not provoke opportunity attacks for your ally. Your movement speed is halved when you bring a creature with you. The allied creature can stop following you at any time.

Fluid Motion

Starting at 11th level, your movements more easily befuddle those that try to do you harm. So long as you move a total distance greater than or equal to half your speed on your turn, you may use the Dodge action as a bonus action.

Sure Stride

At 13th level, non-magical difficult terrain no longer costs you extra movement, and your Follow Me feature no longer halves your speed when an ally moves with you.

Mercurial Spirit

Those that let go of their troubles and worries can truly experience a weightlessness to their spirit, and you have learned to do so. At 15th level, you have advantage on any saving throw to resist being charmed, frightened, possessed, cursed, or otherwise have your emotions affected.

Additionally, you can empower your Enrapture feature, granting advantage to the target’s saving throw. You can empower your ability this way a number of times equal to your Charisma modifier, and you regain all expended uses after completing a long rest.

Heart of Freedom

At 18th level, you know what it truly means to be free of your physical bonds. You are always considered to be under the effects of the freedom of movement spell.

Perfect Form

When you reach 20th level, your performances have reached the pinnacle of inspiration. When you use your Invigorate feature, you can choose to expend three uses. If you do, at the end of your turn, the target may take an entire turn, using an action, movement, and possible bonus action.

Additionally, when you roll initiative, you regain one use of Invigorate, up to your maximum number of uses.

Performance Styles

While every dancer has a technique that flows from their own personality, many choose to base their performances around certain steps and forms. These styles range from subtle to flamboyant, measured to frenzied, and bewildering to captivating. Often a dancer feels a calling to a certain style, moreso than making a conscious choice. Either way, it represents more than just a vocation; it is a way of life for those that choose it.

Keen Edge Style

Dancers that use the Keen Edge Style, commonly referred to as blade dancers, defy expectations with the speed and precision with which they use the weapons they've mastered. Most observers simply see wild strikes mixed into the motions these performers make; those trained in the combat arts see the control these entertainers use to deliver perfectly timed blows to their enemies.

Keen Edge dancers delight in being at the forefront of a fight. They deliver as many strikes as the friends they inspire and revel in the rhythm of battle. As much as they see the danger, it's also a time to perfect that newest move they've been working on.

Weapons of the Trade

At 3rd level, you gain proficiency with battleaxes, longswords, and rapiers. You may use your Dexterity modifier for attack and damage rolls for any weapons you are proficient with that deal slashing or piercing damage, so long as those weapons are wielded in one hand.

Fighting Style

Also at 3rd level, you have adopted 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 get to choose again.

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.

If the character options from Tasha's Cauldron of Everything are available in your game, add the Superior Technique and Thrown Weapon Fighting options to those available to Keen Edge dancers.

Inspiring Strike

Finally at 3rd level, when you use your Invigorate feature, you may make one melee weapon attack as a bonus action.

Joyous Frenzy

You delight in the intensity of battle, and the rhythm of your strikes gives you strength. Starting at 6th level, you gain 1 temporary hit point for each successful melee weapon attack you make. These temporary hit points can stack with each other, to a maximum of your Dexterity modifier, but they cannot stack with other sources of temporary hit points.

If a target of your Invigorate feature uses their extra action to attack, it counts as 1 successful attack for this feature so long as one of their attacks hits.

These temporary hit points last until your turn ends and you haven't successfully hit a creature with a melee weapon attack since your last turn.

Storm of Blades

At 10th level, the constant motion of you and your weapons protects those around you. Ranged attacks that would pass within your reach treat the target as if they had half cover.

Additionally, when a creature makes a melee attack within your reach, you may use your reaction to make a melee weapon attack against that creature. If you hit, the target of your attack takes damage equal to your weapon's damage die and suffers disadvantage on its attack roll. If the target's attack still hits, the damage is reduced by your Dexterity modifier.

Serration

At 14th level, the flurry of movement you make with your weapons gives them an unnatural sharpness. Your weapon attacks score a critical hit on a roll of 18 - 20.

Additionally, if you use your Inspiring Strike feature and hit with the attack, the pain of the strike leaves an opening for your allies. If your ally uses their additional action to attack the same creature, their first weapon attack scores a critical hit on a roll of 18 - 20. If your Inspiring Strike resulted in a critical hit, your ally’s first attack instead scores a critical hit on a roll of 15 - 20.

Extra Attack (2)

Beginning at 17th level, you can attack three times, instead of twice, when you take the Attack action.

Defiant Stomp Style

Those that utilize the Defiant Stomp style of dance are often warriors as much or more than they are dancers. They use the motions and chanting involved in the steps of their style to fill themselves and their allies with courage. At the same time, their wild gestures and expressions unsettle their enemies. Though they share the performative bent of their contemporaries, Defiant Stomp dancers find their exhilaration standing firm on the battlefield, a bulwark against the forces of their foes.

Bonus Proficiencies

At 3rd level, you gain proficiency in martial weapons, medium armor, and shields.

Bolster Resolve

Also at 3rd level, when a creature benefits from your Invigorate feature, it also gains temporary hit points equal to your Strength or Charisma modifier (your choice). These temporary hit points last until the start of your next turn.

Proclaim Strength

At 3rd level, you can shout or gesture at any enemy to prove your battle prowess and shake their resolve. As a bonus action, choose a hostile creature within 30 feet of you. That creature must make a Wisdom saving throw, with a DC equal to your 8 + your proficiency bonus + your Strength or Charisma modifier (your choice). On a failure, the creature is frightened of you until the end of its next turn.

The first time you hit the creature with a weapon attack while it is frightened in this way, it takes an additional 1d6 psychic damage. The extra damage of this feature increases to 2d6 at 10th level and to 3d6 at 17th level.

Rouse the Spirit

At 6th level, you can give a rousing performance to up to 10 creatures over the course of 10 minutes, preparing them for the next battle. Those creatures gain a bonus to their next initiative check equal to your Charisma modifier and 2d8 temporary hit points. These benefits last until the creatures' next short or long rest.

Once you use this feature, you can't use it again until you complete a long rest. You gain an additional use at 14th level.

Defiant Shout

At 10th level, when a creature you can see attempts to charm or frighten one or more of your allies, you can release a blood-curdling cry as a reaction. Any creature targeted by the triggering effect gains advantage on their saving throw against it.

The creature that caused the effect must making a Wisdom saving throw or be frightened of you, as if by your Proclaim Strength feature.

Master of Dread

By 10th level, the many battles you've fought have tempered your resolve. You gain immunity to the frightened condition.

In addition, your might can shatter even the most hardened resolves. If a creature succeeds on its saving throw against your Proclaim Strength feature, it still takes an additional 1d8 psychic damage if you hit it with a weapon attack before the end of your next turn.

Stand Your Ground

Opponents find it difficult to break your stride and position, and you can turn their attempts against them. Starting at 14th level, when you are subjected to a saving throw from a source you can see, you can use your reaction to make that saving throw with advantage. If you succeed, you gain advantage on attack rolls against the creature that caused the effect before the end of your next turn.

Once you use this feature, you can't use it again until you finish a short or long rest.

Warrior’s Revelry

At 17th level, as an action, you can instill a furious determination in your allies that breaks the resolve of your enemies. Allied creatures within 60 feet of you, including yourself, gain temporary hit points equal to 4d8 + your Strength and Charisma modifiers. These temporary hit points last for 1 minute.

While a creature has these temporary hit points, their attack rolls deal an additional 2d6 psychic damage on a hit. Creatures immune to the frightened condition are immune to this damage. In addition, while you have these temporary hit points, creatures have disadvantage on saving throws against your Proclaim Strength feature.

You must finish a long rest before you can use this feature again.

Seraph Feather Style

The steps of the Seraph Feather style seek to revere and emulate the movements of the angels of the Upper Planes. Often a more subdued style, those skilled enough to master the techniques learn to channel the celestial beings' divine abilities. Using precise, controlled motions, these dancers can heal grievous wounds and cure disease just as well as entertain.

It is said some angels take notice of the reverence. Many a tale tell of these dancers having direct contact with the celestial beings. Whether these are simply legends remains to be seen.

Healer's Blessing

At 3rd level, you gain proficiency in the Medicine skill. If you are already proficient with this skill, your proficiency bonus is doubled for any ability check that makes use of this skill. Additionally, you learn the spare the dying cantrip. Charisma is your spellcasting ability for this spell.

Rejuvenating Touch

Also at 3rd level, you can draw on a pool of positive energy to soothe your allies’ wounds. You gain a number of d6s equal to 1 + half your Dancer level (rounded up). As an action, you touch one creature within 5 feet and spend any number of these dice. You may also use these dice as part of your Invigorate feature. Roll the spent dice and add the number together. The target regains HP equal to the amount rolled.

You regain all expended healing dice when you complete a short or long rest.

Invoke Angels' Might

Starting at 6th level, you can use your bonus action to empower the divine energies you use. When you do so, your weapon attacks deal 2d8 extra radiant damage. This effect lasts until the end of your turn.

You may use this feature twice, regaining all expended uses when you complete a short or long rest.

Miracle Worker

Also at 6th level, you can channel your healing dice into more powerful effects. You can spend 3 of your healing dice to cast the lesser restoration spell. Charisma is your spellcasting ability for this spell.

You may do this a number of times equal to your Charisma modifier per long rest.

Divine Aegis

At 10th level, you gain resistance to radiant and necrotic damage, and your hit point maximum cannot be reduced.

Additionally, when a creature within 30 feet of you takes damage, you can use your reaction to fill it with angelic resilience. The creature takes half damage and deals an extra 1d8 radiant damage on its weapon attacks until the end of its next turn. You take the other half of the initial damage, which cannot be reduced in any way.

You can use this reaction a number of times equal to your Charisma modifier. You regain all expended uses after completing a long rest

Ascension

The celestials you emulate recognize and reward your devotion. At 14th level, you gain a pair of wings, granting you a flying speed equal to your walking speed.

You can dismiss or recreate these wings as a bonus action. Any clothing or armor you wear magically changes to accommodate your wings.

Kiss of Heaven

At 17th level, the angels hear your cries. Some even come to your aid. As an action, roll percentile dice. If you roll a number equal to twice your dancer level or lower, you summon a deva. The DM has this creature's statistics.

The summoned deva appears within 5 feet of you. The DM rolls initiative for the deva, and it is friendly to you and your allies. You may ask it to perform a particular action, but what it does is ultimately up to the DM. The deva remains for a number of rounds equal to your Charisma modifier.

If a deva answers your call, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

Surging Tide Style

The practitioners of the Surging Tide Style are most often found in coastal regions. These water dancers use long, flowing motions that end in quick flourishes, mimicking the motions of crashing waves, that allows them to draw extra strength from their movements. Water flows at their command, snaking through the air in graceful displays. Some boast they can even command the sea itself to rise up and dance with them.

Push and Pull

Starting at 3rd level, you can add your Charisma modifier to any Strength (Athletics) checks you make to shove a creature, and you can deal bludgeoning damage equal to your Charisma modifier when you succeed. You may also shove a creature that is within 30 feet of you instead of 5 feet, and you may move them in any direction.

Ride the Surf

Also at 3rd level, you gain a swimming speed equal to your walking speed. In addition, when you use your Invigorate feature and the target uses the Dash action, they can move an additional 10 feet and do not suffer a movement penalty when underwater.

Crashing Wave

At 6th level, you can land a heavy blow against your enemies when you rush into the fray. If you move at least 10 feet in a straight line towards a creature one size larger than you or smaller, you can use your action to force it to make a Strength saving throw with a DC equal to 8 + your proficiency modifier + your Charisma modifier. If it fails, it takes damage equal to 1d6 per 10 feet you moved towards it, and you can choose to either move it 15 feet away from you or knock it prone.

Wash Away

Beginning at 10th level, when a creature you can see within 30 feet of you is targeted by an attack or is forced to make a Strength or Dexterity saving throw, you may use your reaction to move the creature up to 10 feet. An unwilling creature may resist this movement with a Strength saving throw. If this forced movement puts the creature outside of its attacker’s reach or the triggering effect’s area, it is no longer affected by the triggering attack or effect.

You may use this feature a number of times equal to your Charisma modifier, and you regain all expended uses after completing a long rest.

Riptide

In addition, at 10th level, you can better channel the might of water. You now count as 1 size larger when determining the size of creature you can shove and for your Crashing Wave feature, and your successful shove attempts deal 1d6 + your Charisma modifier bludgeoning damage.

Embrace the Flood

Starting at 14th level, you can use an action to create a surge of water to reshape the battlefield. You choose to create the effect in either a 20 foot radius circle centered on you or a line 60 feet long and 20 feet wide.

You and allied creatures can immediately move up to 15 feet within the area of effect (no action required). Hostile creatures must make a Strength saving throw, with a DC equal to 8 + your proficiency modifier + your Charisma modifier. On a failure, they take 4d10 bludgeoning damage and you can move them up to 15 feet within the area of effect. On a success, they take half as much damage and are moved 5 feet away from the center of the effect.

Once you use this ability, you can't do so again until you finish a long rest.

At the Mercy of the Tides

You have gained a mastery over water, and it flits and shifts at your slightest gesture. You can cast the control water spell once per long rest. You only need to provide somatic components for this spell, and Charisma is your spellcasting ability for it.

Additionally, as an action, you can attempt to surround a creature with water to arrest and control their movement. A creature you choose within 60 feet must make a Strength saving throw, with a DC equal to 8 + your proficiency modifier + your Charisma modifier. On a failure, the creature is restrained, and you can move the target up to its speed and force it to take any basic physical actions, such as the Dash or Attack actions. It is not considered restrained when you are forcing these actions.

You can use your action to maintain this effect for up to 1 minute. The effect ends early if the target succeeds on a Strength saving throw against the effect at the end of its turn, or if it is ever outside the effect's range. Once you use this ability, you cannot use it again until you complete a short rest or long rest.

Whispering Ember Style

Most folk see fire as a tool, used for comfort, survival, or destruction. Those that practice the Whispering Ember Style feel that it is a living creature just as themselves. With strange words few can decipher, these fire dancers speak to the flames almost like a lover, and they are treated in kind. Whether used for dazzling performances or in self-defense, their mastery of heat and flame is unmatched. Woe be to those that stand too close.

Call the Flames

At 3rd level, you can use your bonus action to make your weapons alight with flame. For 1 minute, you add 1d6 fire damage to your weapon attacks.

When you gain this ability, you can use it once per short rest. You gain an additional use at 10th level.

Additionally, you learn to speak, read, and write Primordial, primarily Ignan, as well as the produce flame cantrip. Charisma is your spellcasting ability for this spell.

Ignition

When the target of your Invigorate feature uses their extra action to attack, their attacks deal an additional 1d6 fire damage

Laughing Cinders

At 6th level, you’ve better learned to control the flames you wield in combat. When you take the Attack action, you can replace one or both attacks with a ranged spell attack with a range of 15 feet. You are proficient with this attack and add your Charisma modifier to its attack and damage rolls. Its damage is fire, and its damage die is a d6. You do not suffer disadvantage on this attack roll if you are within 5 feet of a hostile creature.

This special attack and your produce flame cantrip now benefit from your Call the Flames feature as if they were weapon attacks.

Fire Eater

At 10th level, when a ranged attack or effect that causes fire damage occurs within 60 feet of you, you can use your reaction to make yourself the target of the attack or to force the point of origin or direction of the effect to center on you.

Additionally, you gain resistance to fire damage, and you no longer suffer the negative effects of extreme heat.

Swirling Heat

A constant flow of heat surrounds you as you dance, and you’ve learned to use it. Beginning at 14th level, when you deal fire damage to a creature on your turn, you can force it to make a Constitution saving throw. The DC for this saving throw is equal to 8 + your proficiency bonus + your Charisma modifier. The target takes 4d6 additional fire damage and suffers one level of exhaustion on a failed save, or half as much damage on a successful one.

You can use this ability a number of times equal to your Charisma modifier, and you regain all uses once you complete a long rest.

Cry of the Phoenix

Beginning at 17th level, while using your Call the Flames feature, you can choose to surge back to life if you are knocked unconscious. If you fall to 0 hit points while Call the Flames is active, you can choose to immediately regain hit points equal to your dancer level plus your Charisma modifier, and creatures of your choice within 20 feet of you must make a Dexterity saving throw. On a failure, they take 12d6 fire damage and are pushed 5 feet away from you, or they take half as much damage and are not pushed on a success.

Once you choose to use this feature, you cannot use it again until you complete a long rest.

Changelog

1.0 to 1.33

  • Updated art on throughout

Base Class

  • Corrected class table Lively Step movement column to increase movement at 11th level, not 12th
  • Moved the fourth subclass feature to 14th level from 13th level
  • Grace feature expanded to offer choice of four features with second choice at 9th level
  • Renamed Tandem Step feature to Follow Me
  • Renamed Light On Your Feet feature to Sure Stride, moved to 13th level
  • Corrected Perfect Form so the target's bonus turn happens after yours

Styles

  • Defiant Stomp: Added
  • Keen Edge: Inspiring Strike no longer grants a second bonus action attack at 17th level
  • Keen Edge: Added ability to use Dexterity for attack and damage of new weapons, as well as any other weapons that deal slashing or piercing damage, when wielded in one hand
  • Keen Edge: Added section to give TCoE fighting styles if available in campaigns
  • Keen Edge: Storm of Blades reaction now only works on melee attacks, requires an attack roll, and deals weapon damage
  • Seraph Feather: Invoke Angels' Might damage boost increased to 2d8
  • Seraph Feather: Divine Presence feature reworked to Divine Aegis, halving all damage and granting bonus damage to the target on reaction. Uses now limited to CHA per long rest.
  • Seraph Feather: Ascension now allows dismissal of wings
  • Surging Tide: Simplified Push and Pull to allow shoves within 30 feet, moved CHA damage here from 6th level
  • Surging Tide: Removed reference to non-SRD spell from Push and Pull feature
  • Surging Tide: Simplified Ride the Wave to grant an extra 10 feet of movement from Invigorate
  • Surging Tide: Crashing Wave reworked to be an action effect keying off distance moved
  • Surging Tide: Changed Wash Away to only trigger within 30 feet and from Strength or Dexterity saving throws
  • Surging Tide: Added Riptide feature at 10th level for "size" and damage boost
  • Surging Tide: Ocean's Might feature replaced with Embrace the Flood
  • Surging Tide: At the Mercy of the Tides range changed to 60 feet
  • Whispering Ember: Set Call the Flames damage bonus to 1d6, removed scaling
  • WHispering Ember: Removed reference to non-SRD spell from Call the Flames feature
  • Whispering Ember: Changed bonus language from Ignan to Primordial to align with official material
  • Whispering Ember: Clarified language of Ignition feature and removed reference to scaling die
  • Whispering Ember: Laughing Cinders simplified to being a new attack instead of a modified produce flame spell
  • Whispering Ember: Swirling Heat now deals 4d6 fire damage, triggers off fire damage, and deals half damage on a successful save
  • Whispering Ember: Cry of the Phoenix now deals radial damage on use instead of boosting next instances of fire damage

Art Credits

Page 1

Passing Summer by Charles Harold Davis

Ganyavesha by Dmitry Prosvirnin, character artwork from the Pathfinder module The Ruby Phoenix Tournament by Tim Hitchcock

Page 2

Red Silk Ribbon, Decorative red satin PNG, taken from pngwave.com

Page 3

Zahir, official character art for Black Survival by ArchBears Inc. Specific artist unknown.

Page 4

Gypsy Firefly by Aimee Stewart

Page 5

Wood Elf by Sven Bybee, Artstation

Page 6

Maori by Jonathan Aucomte, ArtStation

Page 7

Learne (Fire Emblem) by Cardinal777, entry on zerochan.net by user StG2WG

Page 7

untitled wave photograph by lindsay_imagery, taken from istockphoto.com

Page 8

Dustfinger by amie689, DeviantArt

Written by u/wallefister
 

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