Dancer 5e

by Spellcastermaster

Search GM Binder Visit User Profile

The Dancer
2

Dancer

Humming to herself to remember the first few steps and her line, a young elf wearing a regal tutu takes to the stage to perform for her recital. Her dance is accompanied by wind helping her leap, fire acting as her spotlight and lightning adding the trusty razzle dazzle to her spinning.

Mesmerizingly twirling and whirling with ribbons and colorful cloth, a half elf brings life to the tavern alongside a good song. Unfortunately for the crowd, he’s robbing them blind, cutting purses with an expertly hidden dagger up his sleeve. His fellow dancers are juggling swords and performing mock combat to help keep eyes off him.

Hurriedly, many small children find their seats in the town square, a traveling troupe is in town. Out comes a gnome and the story begins. Through the dance, the tale of the Great Ginevra the Good is told, behind stage, other dancers conjure up the scenery to enhance the performance.

Regardless of what kind of dance, movement unites these individuals as their performance aids them in their walk of life. A dancer is swift, coordinated and full of stamina, they dance for many different reasons that can range from hand to hand combat, to deception and distractions, to commanding the elements, to storytelling and anything in between.

Tempo and Stamina

Anyone can dance, and dancers are a welcoming sort usually, to spot the best of the best, one need look closer, dancers who work day after day to improve the fluidity in their rhythm, these individuals develop a personal touch to their dance that cannot be taught. There is nothing like the thrill of a dance.

Dancers bring flexibility to the table, they are quick on a dime in battle, navigating through the fray with excellent dodging capabilities. Dancers are specialists in using their momentum to swing the fight in their favor, supporting allies and hindering foes while flying through the battlefield through precise steps.

Seeking Adventure

Depending on the type of dancer, there are many reasons to explore cursed tombs, loot legendary treasures, visit wondrous cities, and observe strange creatures. Wanderlust is a feeling known to almost all dancers, something in them tells them they aren’t destined to stay where they are and dance to merely the local tune.

A dancer with adventure under their belt can brag about it at the annual dance-off or joke about how their sure footing saved their clumsy companion. They tend to be of the chaotic sort, favoring personal freedom, living life carefree and without inhibitions. After all, what is the purpose of performing if there’s no one around to see it?

Creating a Dancer

A dancer always has a reason as to why they dance. This purpose guides them in life. Whether you were simply the best dancer at your local tavern, or whether you grew up with formal training. Without joy, there is no spring in your step.

Why do you dance? Is it a hobby you have excelled at? Or does it mean something deeper to you? Maybe you grew up in a culture that valued dancing, maybe it was something that brought comfort in times of sadness. Or perhaps you have ambition of rising through social circles, and balls and other such parties are your ticket to success.

Quick Build

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

3
The Dancer Table
Level Proficiency Bonus Features Rhythm Dice Dance Steps
1st +2 Performance Zeal, Signature Dance, Unarmored Defense - -
2nd +2 Dance Steps 3d8 2
3rd +2 Dance Style, Expertise 3d8 3
4th +2 Ability Score Improvement 3d8 3
5th +3 Uncanny Dodge, Fast Movement 4d8 4
6th +3 Dance Style Feature 4d8 4
7th +3 Gracefulness 4d8 5
8th +3 Ability Score Improvement 4d8 5
9th +4 Evasion 5d8 6
10th +4 Dance Style Feature 5d8 6
11th +4 Improved Rhythm Dice 5d10 7
12th +4 Ability Score Improvement 5d10 7
13th +5 Life of the Party 5d10 8
14th +5 Dance Style Feature 5d10 8
15th +5 Persistent Performer 6d10 9
16th +5 Ability Score Improvement 6d10 9
17th +6 Improved Rhythm Dice 6d12 10
18th +6 True Dedication 6d12 10
19th +6 Ability Score Improvement 6d12 11
20th +6 Master Dancer 6d12 12

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: None
  • Weapons: Simple weapons, shortswords, scimitars
  • Tools: A musical instrument that can be played while dancing, disguise kit
  • Saving Throws: Dexterity, Charisma
  • Skills: Choose two from Acrobatics, Athletics, Deception, Perception, Persuasion, Sleight of hand, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A shortsword or (b) a simple weapon
  • (a) an entertainer's pack or (b) an explorer's pack
  • A musical instrument (such as a tambourine or maracas)
  • A disguise kit

Performance Zeal

Your love for your craft manifests in your personality, you gain proficiency in Performance.

Signature Dance

You have worked on a signature dance that you can perform so long as you are not wearing armor or wielding a shield. You can use a bonus action to commence the Signature Dance. It ends early if you are knocked unconscious or incapacitated. You can also end your Signature Dance on your turn as a bonus action.

While dancing, you gain the following benefits:

  • You have advantage on Dexterity checks when attempting to avoid a grapple.
  • You have advantage on Dexterity saving throws.
  • Your attacks as well as allies' attacks within 15 feet of you deal additional damage equal to half your Dancer level (rounded up) on the first hit of that turn. This bonus applies to damage dealt by an attack roll.

If you are able to cast Spells, you can't cast them or concentrate on them while dancing. Your dance lasts for 1 minute. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

4

The range of your Signature Dance increases to 30 feet at 9th level.

Unarmored Defense

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, as the power of your presence causes hesitation.

Dance Steps

Starting at level 2, you have practiced certain step patterns that compliment your dancing. These steps are fueled by special dice called rhythm dice.

Rhythm Dice: You have three rhythm dice, which are d8s. A rhythm die is expended when you use it. You regain all of your expended rhythm dice when you finish a short or long rest.

You gain another rhythm die at 5th level, one at 9th level and one more at 15th level.

Saving Throws: Some of your steps require your target to make a saving throw to resist the step’s effects. The saving throw DC is calculated as follows:

Step save DC = 8 + your proficiency bonus + your Charisma modifier

You learn two steps of your choice, selecting from those available to all Dancers or to your Dance Style, which are detailed under “Dance Steps". Many steps enhance an attack in some way. You can use only one step per attack. You learn additional steps of your choice as you gain dancer levels according to the Dancer table. Each time you learn a new step, you can also replace one step you know with a different one.

If you activate Signature Dance, you can use a Dance Step that requires a bonus action as part of the same bonus action.

Dance Style

At 3rd level, you dedicate yourself to a dance style of your choice. You can find these options below. Your choice grants you features at 3rd level, and again at 6th, 10th, and 14th level.

Expertise

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

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Uncanny Dodge

Starting at 5th 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.

Fast Movement

Starting at 5th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.

Gracefulness

At level 7, you have learned how to best keep your footing in any situation. You have advantage on ability checks and saving throws to avoid being knocked prone, and if you are knocked prone, you can use your reaction to immediately stand up.

Evasion

Beginning at 9th level, you can nimbly dodge out of the way of certain area effects, such as an ancient white dragon’s icy breath or a Fireball 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.

Improved Rhythm Dice

At 11th level, your rhythm dice turn into d10s. At 17th level, they turn into d12s.

Life of the Party

At 13th level, your joy for your passion has increased to the point that other creatures cannot help but be enthused.

During your Signature Dance, as an action you can choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for 1 minute. Creatures that can't be charmed are immune to this ability.

A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this ability, other creatures have advantage on attack rolls against it. As an action, a dancing creature can make a Wisdom saving throw to regain control of itself. On a successful save, the effect ends.

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

Persistent Performer

Starting at 15th level, when you roll initiative and have no rhythm dice remaining, you regain 3 rhythm dice.

5

True Dedication

At 18th level, your dedication to the art of dancing has become so potent that whenever you expend one or more rhythm die/dice for a Dance Step, you can maximize one of those dice rolls.

Master Dancer

At 20th level, you have mastered the art of dancing and achieved peak performance perfection. Your Charisma and Dexterity scores increase by 4. Your maximum for those scores is now 24. Additionally, you can use your Signature Dance an unlimited amount of times.

Dance Style

Your choice of dance style reflects the reasons why you began to dance. Beginning to dedicate yourself to a certain style will help you carve out a niche you can make your own as you reach 3rd level. This does not mean you can only dance a certain way, but you will endeavor to master the dance you have chosen until it is truly yours.

Dance of the Thrillseeker

These dancers live for the thrill. Improvement through adversity is what structures their training. Incorporating movements accomplished in the heat of the moment into their Signature Dance, Thrillseekers will sidestep danger, leap over obstacles, and forgo weapons to allow for more flexible movement. Thanks to their agility and resilience, they are always two steps ahead.

Extra Training

At 3rd level, due to taking the extra step to exceed your limitations, you learn 2 additional Dance Steps.

Rhythmic Momentum

Beginning at 3rd level, you gain the following benefits while you are unarmed and you aren't wearing armor or wielding a Shield:

  • You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes.
  • You can roll a d4 in place of the normal damage of your unarmed strike.
  • You do not have disadvantage on attack rolls when you are prone.
  • Other creatures do not have advantage on attack rolls against you when you are prone.

Improved Recovery

Starting at 6th level, whenever you roll a 1 or a 2 on Hit Dice, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Internal Rhythm

At level 6, your attunement to music and your willingness to defy your physical limitations enable you to push yourself past certain breakpoints. Whenever you would spend one Rhythm Die, you can choose to spend one Hit Die instead. You can only use this feature if you have more than half your maximum Hit Dice available.

Inner Beat

Starting at 10th level, your inner beat is so trained that your Signature Dance ends early only if you fall unconscious or if you choose to end it.

Quickstep

Beginning at 10th level, on your turn, you can take one additional action on top of your regular action and a possible bonus action, these can only be used to perform Dance Steps.

Gambit

At 14th level, you can muster the full force of a strike at the cost of accuracy. You can give yourself disadvantage on your next attack, you cannot gain advantage for this attack, and if you hit, double the damage rolled.

6

Dance of Celestial Veneration

These dancers worship angelic beings and the Upper Planes, they can worship deities such as Elistraee who sponsor performative art, but normally they will take inspiration from all celestial beings of good nature. With solemn subtle movements and sudden arcs and twirls, Veneration dancers are blessed with divine energy as they praise and dance together in temples.

Devoted Worshipper

At 3rd level, you learn Celestial so that you may understand the wonderous words of the ones found in the heavenly skies.

Additionally, your closeness to celestial power grants you immunity to disease.

Fractal Radiance

At level 3, your inner energy manifests as glowing Reflection of yourself.

When you activate your Signature Dance, you can create one Reflection of yourself as a part of the same bonus action. A Reflection sheds dim light in a 10-foot radius and it disappears if it moves further than 60 feet of you or if your Signature Dance ends.

As a bonus action on your turn, you can move a Reflection up to 30 feet to a new spot within range. As a part of this bonus action, you can also choose to disperse a Reflection to restore Hit Points equal to your Charisma Modifier to all targets within 5 ft of it.

You gain the ability to create an additional Reflection at 6th, 10th and at 14th level.

The maximum distance between you and a Reflection increases to 120 feet at 10th level.

Divine Safeguard

At 6th level, your optimistic nature and belief that light can always be found even in the darkest moment has granted you insight into the protective abilities of holy beings.

When you commence your Signature Dance, you gain an additional benefit: Allies within 5 feet of a Reflection gain a +1 bonus to AC and Saving Throws.

Curative Wonder

At 10th level, your fervent dedication to divinity grants you an additional gift. You can spend an action to cast Greater Restoration. You must complete a long rest before you can use this ability again.

Exalted Form

Starting at 14th level, you have been rewarded for your patience and obtained a fragment of divinity from within yourself. As an action you can transcend your physical form for the duration of your Signature Dance and gain the following benefits:

  • Bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
  • You are immune to all damage except force.
  • The movement speed of your Reflections is doubled and you can move as many of them as you wish with the same bonus action. Dispersed Reflections reappear at the beginning of your next turn.
  • You can move in any direction and can pass through physical objects but you cannot end your turn in a space occupied by a physical object.

When you are in your Exalted Form, you cannot attack, and if you occupy the same spot as a solid object or creature when this transformation ends, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

Once you use this feature, you cannot use it again until you have completed a long rest.

7

Dance of the Elemental Ballet

Through extensive study of the elements, these dancers attune to the elemental planes and harness that power through sleek, subtle movements. They learn even to concentrate on spells while dancing, and they are as graceful as they are elegant.

Dynamic Attunement

Starting at 3rd level, when you commence your Signature Dance, choose an element to evoke:

  • Fire: Creatures within 5 ft you take fire damage equal to your proficiency modifier + your Charisma modifier.
  • Water: Creatures within 5 ft must make a Strength saving throw against your Step Save DC or be pushed back 10 ft.
  • Air: You gain the benefits of the disengage action.
  • Earth: You gain resistance to slashing, bludgeoning, and piercing damage for 1 round.

Primordial Studies

At 3rd level, you learn to speak Primordial and its dialects, in addition, you learn to cast the following cantrips at will, including during your Signature Dance: Control Flames, Shape Water, Gust, and Mold Earth.

Realmsense

At 6th level, your senses awaken to the primordial planes. Until the end of your next turn, you can detect portals leading to the Elemental Planes as well as any Elementals within 5 miles of you. You can use this feature a number of times equal to your proficiency bonus. When you finish a long rest you regain all expended uses of this ability.

Redirected Energy

When you reach 6th level, you have learned to guide elemental energy away from you. As a reaction when you take acid, cold, fire, or lightning damage, you can instead take half the damage and fire a beam of concentrated energy at a creature within 120 ft of you, the target must make a Dexterity saving throw against your Step Save DC or take damage equal to the amount of damage prevented and of the same damage type.

You can use this ability a number of times equal to your proficiency modifier. You regain all uses on a long rest.

Elemental Affinity

At 10th level, you have furthered your understanding of the elemental planes, you gain the ability to cast each of the following spells once per long rest, including during your Signature Dance: Fire Shield, Control Water, Control Wind, and Stone Shape.

Epitome of Energy

Upon reaching 14th level, the potency of your magic has been amplified to the max, you can cast one of the following spells, including during your Signature Dance: Investiture of Flame, Investiture of Ice, Investiture of Wind, or Investiture of Stone.

You must complete a long rest before you can use this ability again.

8

Dance of Nature's Reverie

These dancers celebrate the beauty of nature, often wearing leaves, branches or flower crowns as a part of their outfit, their movements are serene, smooth and harmonious when dancing with others. Fey are amused by Reverie Dancers, who are often so lost in their dance that they do not notice their surroundings and how plants move with them, and they grant them boons.

Blessings of the Fey

At 3rd level, your attunement to nature grants you subtle magical powers, choose 2 cantrips from the Druid Spell list, you can cast them at will, including during your Signature Dance and you use Charisma instead of Wisdom for attack rolls and saving throws. Additionally, you learn Sylvan.

Nature's Embellishment

Beginning at level 3, you can unlock the inner instincts of those around you.

As an action, you can cast Enhance Ability with a range of 30 feet, including during your Signature Dance.

You can use this ability a number of times equal to your Charisma modifier (minimum 1). You regain all uses after completing a short or long rest.

Dance of Blossoming

Beginning at level 6, when you commence your Signature Dance, you can choose one of the following spells to cast as part of the same action:

  • You cast Spike Growth
  • You cast Plant Growth

Land Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.

Natural Bond

At 10th level you have improved your dance to the point that you can cast Commune with Nature as a ritual spell. Additionally, trees and other plants within 120 feet move with your rhythm to the best of their abilities while you dance.

Whimsical Elusiveness

At 10th level, your deep connection to nature has granted the ability to ignore certain effects. You are immune to being charmed.

Mesmerize

At 14th level, your movements have become so glamorous that you can channel the otherworldly charm of the fey.

During your Signature Dance, as an action, you can draw on this power and exude an aura of charm equal to the range of your Signature Dance. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

You can use this ability a number of times equal to your Charisma modifier (minimum 1). You regain all uses after completing a long rest.

9

Dance of the Spiritualist

These dancers are known for their jerkish movements, chanting, and strange accessories, Spiritualists dance to communicate with supernatural creatures such as spirits of the afterlife. They dabble in forbidden knowledge and with their sleek movements they can manipulate life and death, unlock secrets, and force the dead to dance with them.

Spiritualist Spellcasting
Dancer Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips

You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.

Spell Slots

The Spiritualist Spellcasting table shows how many spell slots you have to cast your cleric 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 Detect Magic and have a 1st-level and a 2nd-level spell slot available, you can cast Detect Magic using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level cleric spells of your choice, two of which you must choose from the divination and necromancy spells on the cleric spell list.

The Spells Known column of the Spiritualist Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be a divination or necromancy spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or necromancy spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Charisma is your spellcasting ability for your cleric spells, since you learn your spells through your interaction with spirits. 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 cleric 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

10

Unbound Rites

Due to your understanding of occult lore, at 3rd level, you acquire the following abilities:

  • You become able to cast spells and concentrate on spells during your Signature Dance.
  • You gain the ability to cast spells as a ritual if that spell has the ritual tag.
  • During your Signature Dance, spells cast as rituals within 60 feet of you take half the amount of time required to cast.

Spirit Ward

At level 6, when you commence your Signature Dance, departed spirits heed your call, choose one target (this can be yourself as well) within 120 feet, the spirits will swirl around them, the first attack made against someone who is being guarded by these spirits has disadvantage, in addition, they have advantage on saving throws made to resist the effects of the charmed and frightened status effects. You can move these spirits to a different target within range as a bonus action.

Talismanic Dance

When you reach 10th level, you have resonated with powers from the afterlife, shortening the gap between life and death.

When you commence your Signature Dance, you gain an additional benefit: Allies within 30 feet of you have advantage on Death saving throws.

Strengthened Soul

At 10th level, your experience has fortified you, you gain resistance to necrotic and psychic damage.

Spirit Gate

When you reach level 14, you have perfected your cunning movement patterns and as such have gained to ability to unleash power beyond the veil, you can cast Circle of Death at base level, including during your Signature Dance. You can choose creatures to omit from the spell’s radius up to your Charisma Modifier. You must complete a long rest before you can use this ability again.

11

Dance of the Shifting Veil

Dancers of the Shifting Veil are swift, captivating dancers who train with special weapons to further woo the crowds. Shifting Veil style involves swinging with momentum, the best dancers of this style move so quickly spectators exclaim it is like watching three dancers move in perfect synchronization.

Art of the Shifting Veil

The origins of this dance lie in imitation: The humble whip imitating snake fangs, scimitars to evoke feline grace, or the creative usage of polearms as a show of strength and agility. You gain proficiency with glaives, whips, and war fans when you reach 3rd level, and you use Dexterity for the attack and damage rolls of these weapons provided you are not wearing armor or wielding a shield.

War fan

1d4 slashing damage, Light, Finesse, Thrown (20/60), special: When thrown, this weapon acts like a boomerang and will return to your hand after a ranged attack.

Fighting Style

At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.

Blind Fighting: You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

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.

Interception: When a creature you can see hits a target, other than you, within your weapon's range feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a simple or martial weapon to use this reaction.

Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spinning Deterrent: When you are wielding a weapon with two hands, and not wearing armor, you gain a +1 bonus to AC.

Extra Attack

At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Sway of the Shifting Veil

Your swift movements amaze spectators as you dance. At 6th level, after successfully landing an attack during your Signature Dance, you gain an additional 5 ft of movement speed until the end of your turn.

Unveiling

You have mastered the art of blending dancing with weapon attacks. At level 10, you can use your action to make melee attacks against any number of creatures within range, with a separate attack roll for each target.

Flourishing Cascade

At 14th level your momentum allows you to further combo your moves with poise and grace, after successfully landing a weapon attack during your Signature Dance, you can take an attack action to make another weapon attack this turn.

You can use this ability a number of times equal to your proficiency modifier. You regain all uses on a long rest.

12

Dance of the Wandering Lorekeeper

Loredancers are in tune with the world around them. Their wanderlust spurs them to travel to meet new people, see new sights, and collect new stories. All the world is a stage to them. Their abilities aid them in their theatrical storytelling and their interpretative dancing on stage grant them a touch of magic.

Minor Spectacle

Additionally at 3rd level, your penchant for costumes and roleplay grant you magic to enhance your performance. You gain the ability to cast Dancing Lights, Thaumaturgy and Minor Illusion and Disguise Self at will, including during your Signature Dance.

The Spell save DC to see through your illusion spells is equal to your Step save DC.

Shared Stories

Beginning at level 3 when you choose this Style, you have learned various knacks on your travels, for example you might have overheard foreign words from your fellow performers and asked them to teach you some phrases here and there, or perhaps you wished to tell stories in the native tongue of your most common audience.

You gain proficiency in a language of your choice.

Dynamic Duo

At level 6, as an action you can create an illusory doppelganger to assist your performances as an action. It has AC 10, 1 hit point, a Strength of 4, it can't Attack, it can take the Help action and it's initiative is always equal to yours. If it drops to 0 Hit Points, it disappears. If it is more than 120 feet away from you, it disappears.

It obeys your every command to the best of its abilities, and you can give it orders telepathically to speak or interact with an object or person as a bonus action once on each of your turns. It can perform simple tasks that a human servant could do, such as fetching things, cleaning, folding clothes, lighting fires, serving food, and pulling levers. Once it completes a task, it then waits for your next order.

You can modify their appearance at will as an action, they can mimic any voice you have heard of before. You can only control one doppelganger at a time, they remain for up to an hour until dismissed or dispersed by external means. You must complete a long rest before you can use this ability again.

Major Spectacle

At 10th level, your showmanship and passion has improved to the point that you can bring your stories to life with more powerful illusion magic, you gain the ability to cast Major Image and Hallucinatory Terrain once per long rest, including during your Signature Dance.

Performer's Confidence

At level 14, while your Signature Dance is active, allies within 120 feet of you cannot be frightened.

Traveler's Tales

Additionally at 14th level, your studies and journeys have granted you knowledge about the famous, you can cast Legend Lore once per long rest. You do not need material components, only verbal components.

13

Dance Steps

  • Alluring tango: You dance with a willing individual; you can expend one rhythm die and add it to a persuasion check made during this dance.

  • Charming Serenade: With your bonus action, you attempt to metaphorically sweep a creature off its feet. The target must succeed on a Charisma saving throw or be unable to willingly move or teleport away from you. At the end of each of its subsequent turns, it makes another Charisma saving throw to resist the effect.

  • Countertwirl: When you are damaged by an enemy, you can immediately expend a rhythm die to attack them as a reaction if they are within range. Add the rhythm die to the damage.

  • Dance Partner Swap: When an adjacent ally is damaged by an attack from a creature you can see, you can expend one rhythm die and use your reaction to interpose yourself in way of harm, taking the damage instead of them. Reduce that damage by the number you roll on your rhythm die.

  • Dancer’s Stamina: You can spend Rhythm dice to heal yourself as an action, you regain Hit Points equal to the amount rolled.

  • Double Down: If an ally hits a creature within their melee range, you can spend your reaction and expend 1 rhythm die to move up to your movement speed and strike that creature, add the rhythm die to the damage roll.

  • Improvisation: By spending one rhythm die, you may take the Dodge action as a bonus action.

  • Inspiring Step: As a bonus action, you dance to awe-inspiring effect, choose one creature other than yourself within 30 feet of you who can see you, it gains the ability to roll the rhythm die and add the number rolled to one ability check, attack roll, or saving throw it makes within the next 10 minutes. The creature can wait until after it rolls the d20 before deciding to use the rhythm die, but must decide before the DM says whether the roll succeeds or fails. Once the rhythm die is rolled, it is lost. A creature can have only one rhythm die at a time.

  • Ring around the Rosy: When you hit a creature with a weapon attack or an unarmed strike, you can expend one rhythm die to maneuver one of your comrades into a more advantageous position. You add the rhythm die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

  • Set the Tempo: When you make an Initiative check, you can expend one rhythm die to add or subtract the number rolled on the die to your Initiative result. You can use this step before or after making the Initiative roll, but before the DM announces initiative order.

  • Showstopper: When a creature makes an attack an ally within 30 feet of you, you can use your reaction to expend a rhythm die to impose disadvantage on the attack roll by providing a distraction.

  • Sly Footwork: When you are attacked, you can spend a rhythm die as a reaction to gain a bonus to AC equal to the amount rolled until the start of your next turn, including against the triggering attack.

  • Swagger: When you hit a creature with a weapon attack or an unarmed strike, you can expend one rhythm die to attempt to goad the target into attacking you. You add the rhythm die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

  • Take the Stage: When you hit a creature with a weapon attack or an unarmed strike, you can expend one rhythm die to attempt to drive the target back. You add the rhythm die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

14

Thrillseeker Dance Steps

  • Adrenaline Rush: As a bonus action, you can push yourself past your usual speed limits to expend 1 rhythm die to move up in the Initiative Order next turn by up to half of your roll (rounded up).

  • Focused Strike: Prerequisite Level 5 As an action, you can channel all of your energy into your next attack next turn. Your movement speed is reduced to 0 and you cannot take reactions until your next turn. Unless your concentration is broken (as if you are concentrating on a spell) during this duration, on your next turn, you shoot forward up to 15 feet in a straight line and strike the first creature in your way, if the attack hits, you may add up to 3 rhythm dice to the damage roll plus your Dancer Level.

  • Leg sweep: Prerequisite Level 5 When you make an unarmed strike, you can expend one rhythm die to attempt to knock the target down. You add the rhythm die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

  • Opportune Strike: After you take the Ready Action, you can expend 1 rhythm die to make an attack roll against a creature within range, add the rhythm die to damage.

  • Parkour: As a bonus action, you can spend 1 rhythm die to take the Dash action and ignore difficult terrain this turn.

  • Rolling Thunder: Prerequisite Level 9 You can expend up to 3 rhythm dice as an action to make a front flip kick as an unarmed strike, if the attack misses, you take half the rolled damage from your rhythm dice. If it hits, roll the rhythm dice you expended and add the total plus your Dancer Level to the damage.

  • Roundhouse kick: When you hit a creature with an unarmed strike, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

  • Seize the Dance: As bonus action, you can grapple a creature by expending 1 rhythm die, add the rhythm die to the Strength (Athletics) Check.

  • Wrathful Onslaught: When your Hit Point total is half or less than half your Hit Point Maximum, you can expend 1 rhythm die to make an attack roll against a creature within range and if the attack lands, add the rhythm die to the damage and maximize the damage of the rhythm die.

15

Celestial Veneration Dance Steps

  • Angelic Presence: As an action, you can expend a rhythm die to emit an aura of benevolence. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

  • Angel's Flutter: Prerequisite Level 10 As a bonus action, you can expend a rhythm die to gain a flying speed of 30 feet via wings of light until the end of your turn.

  • Graceful Blessing: Prerequisite Level 5 You can spend 1 Rhythm Die to cast Lesser Restoration, including during your Signature Dance.

  • Blinding Flash: Prerequisite Level 7 As an action, you can spend 1 rhythm die to absorb the light around you and release it in an instant, creatures within 5 feet of you must make a Constitution saving throw or be blinded until the start of it's next turn. You may spend additional rhythm dice as a part of this action to have Reflections equal to the amount of rhythm dice expended to cause this effect as well.

  • Dance of Revelation: Prerequisite Level 5 As an action, you can spend 3 rhythm dice to end the effects of all spells of 3rd level or lower of the illusion school within 120 feet of you. For each spell of 4th level or higher, make an ability check using your Charisma modifier. The DC equals 10 + the spell's level. On a successful check, the spell ends.

  • Light of Truth: As an action, you can expend 2 rhythm dice to cast Zone of Truth without material or verbal components, including during your Signature Dance.

  • Step of Illumination: As an action, when you hit a creature with a weapon attack or an unarmed strike, you can expend a rhythm die to deal radiant damage, add the rhythm die to the damage roll and the next Attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

  • Step of the Blessed: As an action, you touch one willing creature and expend up to 3 rhythm dice, the target gains temporary hit points equal to the total rolled.

16

Elemental Ballet Dance Steps

  • Plié of Earth: As a reaction, when you are hit by an attack, you can use your reaction and spend 1 rhythm die to gain a +5 to your AC until the start of your next turn, including against the triggering attack.

  • Earthshattering Assemblé: Prerequisite Level 5 You expend rhythm dice to cast Earth Tremor, including during your Signature Dance, the damage dealt by the spell is equal to the amount of rhythm dice you expended.

  • Electrifying Pirouette: You spend an action spinning in place and expend rhythm dice. A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes lightning damage equal to what you rolled and loses its ability to take a reaction. On a successful save, the creature takes half the amount of damage rolled and retains its ability to take reactions.

  • Elemental Storm: Prerequisite Level 9 By spending 4 rhythm dice, you can conjure a 20-foot-radius, 40-foot-high Cylinder centered on yourself. Each creature in the Cylinder must make a Dexterity saving throw. A creature takes fire or cold damage (your choice) equal to the rolled result plus your Dancer level on a failed save, or half as much damage on a successful one.

  • Fiery Jeté: As an action, you can expend rhythm dice to kick as you leap into the air to shoot a burst of flame. All creatures within a straight line (15 feet) must make a Dexterity saving throw or take fire damage equal to the rolled result plus your Dancer level. On a successful save they take half the amount of damage rolled.

  • Pas de Bourrée: By spending 2 rhythm dice as a bonus action, you gain the ability to move across any liquid surface- such as water, acid, mud, snow, quicksand, or lava – as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat) for one hour. If you are submerged in a liquid when you perform this step, you are carried to the surface of the liquid of 60 feet per round.

  • Pivot: As an action, during your Signature Dance, you can spend 1 rhythm die to trigger an effect from Dynamic Attunement.

  • River's Flow: You can spend 2 rhythm dice as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes bludgeoning damage equal to the rolled result, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone.

  • Roaring Changement: Prerequisite Level 7 As a bonus action by spending 3 rhythm dice, you can cast Thunder Step, the damage dealt by the spell is equal to the amount of rhythm dice you expended.

17

Nature's Reverie Steps

  • Ensnaring Hip Sway: You can expend one rhythm die as an action to attempt to knock a creature that is Large or smaller within 15 feet of you down as you conjure up vines to trip the target, it must make a Dexterity saving throw. On a failed save, you knock the target prone.

  • Forest Frolic: Prerequisite Level 10 As an action, you can expend 3 rhythm die to cast Tree Stride, including during your Signature Dance.

  • Foxtrot: You can expend one rhythm die to cast Pass Without Trace without material components, including during your Signature Dance.

  • Vine Whip: As a bonus action you can expend a rhythm die to conjure up a vine that whips and binds a target within 30 feet of you, the target must succeed on a Strength saving throw against your Step Save DC or take bludgeoning damage equal to the rolled total and become grappled. On a success the target takes half as much damage and is not grappled. The target can repeat the save at the start of their turn.

  • Step of the Fey: You spend one rhythm die and a bonus action to shroud yourself in silvery mist and teleport up to 30 feet to an unoccupied space that you can see.

  • Whimsical Step: You spend one rhythm die and a bonus action to shroud creatures within 60 feet of you up to your Charisma Modifier in silvery mist, the targets must make a Charisma saving throw, on a failed save you can have them switch places with another targeted creature who failed their saving throw or with yourself. Creatures can choose to automatically fail the save.

  • Rhythmic Redirection: As a bonus action, you can expend one rhythm die to force creatures within 30 feet of you to reroll their Initiative at the end of their next turn.

  • Prance of the Panicked: As an action, you can expend one rhythm die to target one creature within sight to make a Wisdom saving throw or be frightened or charmed (your choice) by you until the end of your next turn.

18

Spiritualist Dance Steps

  • Cursed Waltz: As a bonus action, you can spend 1 rhythm die to target one creature within 30 feet of you to curse for 1 minute, it takes necrotic damage equal to half of the rolled amount and cannot regain Hit Points for the duration of this ability. Also, choose one ability score: Until the curse ends, the target has disadvantage on ability checks made with the chosen ability.

  • Siphoning Spin: Prerequisite Level 5 You expend a rhythm die as an action to force a creature within sight to make an Intelligence saving throw. On a failed save, the creature loses Spell Slots. The Spell Slots can have a combined level that is equal to half then the rolled result. For example, if you roll a 2 and they fail the save, the creature must lose either a 2nd-level spell slot or two 1st-level Spell Slots and if they only have a 3rd level spell slot in that case, they lose it.

  • Soul Lock: Prerequisite Spare the Dying cantrip As a bonus action, you can stabilize a dying creature within 30 feet by expending 1 rhythm die.

  • Spirit Lash: Prerequisite Level 5 When a creature within sight takes damage, you can spend your reaction and expend rhythm dice (no more than equal to your Charisma Modifier) to absorb it's energy, the target takes necrotic damage equal to the rolled result, and you regain Hit Points equal to half of the rolled result.

  • Vitality’s Twist: Prerequisite Level 5 You sacrifice some of your health to mend another creature’s injuries. You may expend as many rhythm dice as you wish (no more than equal to your Charisma modifier) as an action, you take necrotic damage equal to the total amount rolled, then one creature of your choice within 120 feet of you regains a number of hit points equal to twice the damage total.

  • Soulbond: Prerequisite Level 7 As an action, you can expend 2 rhythm dice to cast Warding Bond with a range of 30 feet.

  • Tranquil Reach: Whenever you cast a necromancy or divination spell with range of touch, you can expend 1 rhythm die as part of the casting to grant the spell a range of 30 feet.

  • Leap of Lethargy: As an action, you can cast Bane at 1st level by expending 1 rhythm die.

  • Spell Saunter: As a bonus action, you can convert 1 rhythm die into a 1st level Spell Slot or convert a 1st level Spell Slot into 1 rhythm die.

19

Shifting Veil Dance Steps

  • Bewitching Burlesque: As an action, you may spend one rhythm die to force a number of creatures equal to your Charisma modifier within 60 feet that can see you to make a Wisdom saving throw. On a failed save the creatures are distracted by your stylish dance, giving your allies an opening. The next attack roll against a target who failed the save by an attacker other than you has advantage if the attack is made before the start of your next turn.

  • Disarming Strike: When you hit a creature with a weapon attack, you can expend one rhythm die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the rhythm die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

  • Feint: You can expend one rhythm die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the rhythm die to the attack's damage roll.

  • Flicker: After you use a Dance Step other than Flicker, you can attack a target within melee range as a free action and if you hit, expend a rhythm die and add it to the damage. You must be wielding a war fan to use this step.

  • Parry: When a creature you can see makes a melee attack that would hit you, you can use your reaction and expend one rhythm die to add +2 to your AC, including against the triggering attack. You must be wielding a weapon to use this step.

  • Precision Attack: When you make a weapon attack roll against a creature, you can expend one rhythm die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

  • Reprisal: When a creature misses you or an ally within your weapon's range with a melee attack, you can use your reaction and expend one rhythm die to make a melee weapon attack against the creature. If you hit, you add the rhythm die to the attack's damage roll.

  • Saber Dance: You can spend one action and roll as many rhythm dice as you wish spend to whirl around slashing and spinning, every creature within 5 feet of you must make a Dexterity saving throw or take slashing damage equal to the rolled total of your rhythm dice. You must be wielding a scimitar to use this step.

  • Spin Switch: As a reaction, you can expend a rhythm die to forcibly swap positions with a target within your weapon's range, that target must make a Strength saving throw. It can choose to fail the saving throw. You must be wielding a whip to use this Step.

  • Tangling Serpent Step: As an action, you can expend a rhythm die to increase the reach of your whip extends to 30 ft until the start of your next turn and grapple a target within range with your whip, add the rhythm die to the grapple check. You can also use this to lasso onto objects such as poles, hooks, or tree branches.

  • Trapeze Vault: As an action, you can expend a rhythm die to pole vault 15 ft into the air in an arc towards a square within 15ft and adjacent to the target and strike from above, the target must succeed on a Dexterity saving throw, if they fail, they take an additional weapon’s die worth of damage and you may add a rhythm die to the damage roll. You must be wielding a glaive, spear, or quarterstaff to use this Step.

20

Wandering Lorekeeper Dance Steps

  • Encore: You can use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one rhythm die. That creature can immediately use its reaction to make one weapon attack, adding the rhythm die to the attack's damage roll.

  • Hustle Dance: Prerequisite Level 5 You can use an action to invigorate the weary and downtrodden. By expending rhythm dice, each creature of your choice that can hear or see you within 30 feet of you gains Hit Points equal to the amount rolled + your Charisma modifier (minimum of 1).

  • Opening Flair: Through stylish, lithe movements, you may spend a rhythm die to take the Help action as a bonus action to assist an ally.

  • Pratfall: As an action, you can cast Tasha's Hideous Laughter, including during your Signature Dance, by expending 1 rhythm die.

  • Rallying Performance: On your turn, you can use an action and expend one rhythm die to bolster the resolve of your companions. When you do so, choose up to six friendly creatures who can see or hear you. They gain temporary hit points equal to the rhythm die roll + your proficiency modifier.

  • Recall Line: As a reaction, when an ally within 120 feet of you fails an Intelligence, Wisdom, or Charisma check, you can expend 1 rhythm die to have them reroll and add the rhythm die to the roll.

  • Sobering Slap: You snap someone within 5 feet of you out of their stupor as an action by spending one rhythm die, ending the frighten status condition as well as the effects of charm and paralysis.

  • Stage Enter/Stage Exit: You spend one rhythm die and a bonus action to shroud yourself in silvery mist and teleport up to 30 feet to an unoccupied space that you can see.

21

Multiclassing

  • Ability Score Minimum: Dexterity and Charisma 13
  • Armor: None
  • Weapons: Simple weapons
  • Tools: One musical instrument of your choice

Rhythmic Adept Feat

You have trained to perform special dance steps. You gain the following benefits:

  • You learn two steps of your choice from among those available to the Dancer Class (Subclasses not included). If a step you use requires your target to make a saving throw to resist the step’s effects, the saving throw DC equals 8 + your proficiency bonus + your Charisma or Dexterity modifier (your choice).
  • You gain one rhythm die, which is a d8 (this die is added to any rhythm dice you have from another source). This die is used to fuel your steps. A rhythm die is expended when you use it. You regain your expended rhythm dice when you finish a short or long rest.

The Dancer

The "Dancer" is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.”

Artist Credits: Cover Art: Olga Tereshenko

Page 2: Lyse Hext by Yusuke Mogi, official character art for Final Fantasy XIV: Stormblood by Square Enix

Page 5: Zahir, official character art for Black Survival by ArchBears Inc. Specific artist unknown.

Page 6: Shawn Ignatius 'Mujumonster' Tan Yuna from Final Fantasy

Page 7: Tingting Yeh Magic the Gathering Card "Mu Yanling, Sky Dancer"

Page:8: Amir Briki

Page 10: Kme GW2 Ritualist

Page 11: Inigo, Indigo Dancer: Suekane Kumiko (スエカネクミコ); Olivia, Festival Dancer: Chiko (チーコ), Both from Fire Emblem Heroes.

Page 12: Imaginary Friend

Page 13: Na ri Shin

Page 14: Primrose Azelhart from Octopath Traveler, Square Enix

Page 15: Tingting Yeh Magic the Gathering Card "Cloak of Mists"

Page 16: Marta Nael Magic: The Gathering "Elemental Masterpiece"

Page 17: Jason Engle

Page 18: Noirsnow Ruined Karma - League of Legends fanart

Page 19: István Dányi

Page 20: Gabriel Tan

Page 21: Joshua Raphael MTG: "Fleetfoot Dancer"

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.