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### The Dancer The dancer uses their grace and control over their bodies to captivate, attack, and defend. Whether at a royal ball, rowdy tavern romp, or on the battlefield, a dancer may ply their skills to create an impressive display of violence or social manipulation. Skilled dancers are often employed as spies and strategically placed into court functions to gather information or take out high value targets. They are said to be able to learn more about a person from a single dance than a diplomat could ever hope to glean after hours of discussion. #### Dance *3rd-level Dancer feature* You begin to move in a way that evokes grace, power, and precision. You can use your bonus action to begin your Dance, which lasts for 1 minute. It ends early if you are incapacitated. You can also end the Dance any time you choose (no action required). While you are in your Dance, you gain the following benefits: * Opportunity attacks made against you have disadvantage * Your walking speed increases by 10 feet. * You may use Dexterity (Acrobatics) or Dexterity (Performance) in place of Strength (Athletics) for grappling checks. You can use this feature twice. You regain all expended uses of it when you finish a short or long rest. #### Deadly Grace *3rd-level Dancer feature* Many are caught off guard by your graceful approach, only to get carried off their feet in a flurry of movement. You gain a bonus to grapple checks equal to your Charisma modifier. Also, while you are in your Dance, you can use your own movements to distract your target and leave them open for a deadly strike. You gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if they are currently being grappled by you and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you. #### Ballroom Insight *9th-level Dancer feature* If you spend at least 1 minute dancing with another creature outside combat, you can learn certain information about its motives and personality. Make a Charisma (Persuasion) or Charisma (Deception) or Wisdom (Insight) check contested by the creature’s Wisdom (Insight). On a success, you may ask the Dungeon Master 3 of the following questions about the person. On a failure, you may ask only 1. The Dungeon Master must answer truthfully. * What does this person intend to do? * What does this person fear the most? * Is this person telling the truth? * What does this person wish I would do? * How could I get this person to do __?
#### Defensive Duet *13th-level Dancer feature* You learn how to move your partner with perfect timing to block incoming attacks. If you are targeted by an attack while grappling a creature, you may use your reaction to make the attack target the creature you are grappling instead. #### Finale *17th-level Dancer feature* When a creature you are currently grappling is reduced to 0 hit points, you can use your reaction to immediately grapple another creature within your movement speed and make an attack against them. This attack can benefit from your Sneak Attack even if you have already used it this turn.
>##### Art Credit > Image: Turtle-Arts: https://www.deviantart.com/turtle-arts/art/Only-on-Special-Occasions-564876569 >
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> Layout: GM Binder: https://gmbinder.com/
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Designer: https://austin-tinkel.com