The Dancer
Table of Contents
Introduction: The Dancer ...................................... 3
Class Features ............................................................. 4
- Dance ............................................................................ 4
- Fighting Styles .......................................................... 5
- Grace ............................................................................ 5
- Techniques .................................................................. 5
- Rhythm ......................................................................... 6
- Avoidance .................................................................... 6
- Art Style ....................................................................... 6
- Cantrips & Leveled Spells ......................................... 6
- Resolute Focus ........................................................... 6
- Swift Reactions .......................................................... 6
- Keen Momentum ......................................................... 6
- Cultural Knowledge ................................................. 6
- Liberation .................................................................... 6
- Quintessence .............................................................. 7
- Perfect Rhythm .......................................................... 7
Art Styles ...................................................................... 7
- Art of Acrobatics ....................................................... 7
- Art of Bewitching ..................................................... 8
- Art of the Dead .......................................................... 9
- Art of the Dervish ................................................... 10
- Art of the Fury ......................................................... 11
- Art of the Magi ........................................................ 12
- Art of the Paragon ................................................. 14
- Art of the Nymph ..................................................... 15
- Art of the Saint ....................................................... 16
- Art of War ................................................................. 17
- Art of Weaving ......................................................... 17
Dancer Techniques ................................................. 19
- Offensive ................................................................... 19
- Supportive ................................................................. 20
- Adaptive ...................................................................... 22
New Feats .................................................................... 23
The Dancer
It had been several days since she had found him. Days spent befriending the townspeople, gathering rumors and gossip, and earning herself a spot on the stage. As she twirled and dazzled the crowd with ease, a bejeweled and crimson figure like the wind, her demure eyes focused in his direction. She knew his desires, his sins, and his weakness. And she knew her magic would escape the mageguard's notice as it consumed his mind. It was already over. His secrets and his heart would soon be hers. And in time, his kingdom would fall.
It was now or never, the moment was at hand. Though he knew this could be his end, the rhythm of his body rejected the notion. The monster's defeaning bellow filled the valley. He steeled his mind, his adrenaline launching him like an arrow. A plume of flame illuminated his bloodied face. The final opening. Soaring on high with a mighty leap, he spun around the flames, his blades singing in the wind. Landing soft on the ground, he watched as its head fell from its grotesque frame. Thus was the fate of the valley changed forever. A promise kept.
In the cold dark did they keep in tempo, two dancers, one of Flames and one of Rivers. Their beloved allies roared and screamed in defiance at the encroaching nightmares, slashing, bashing, and zapping the foul insects. With flashes of red and blue did the black eyes gleam, yet putrid fangs and claws could not find flesh. The Rivers shrouded their allies in a veil of purity as the Flames burned a tunnel through the mass of insects. A trap escaped narrowly so they may see another day.
These stories are only a handful shared about the wondrous warriors known as Dancers. By utilizing their keen techniques and graceful magics can they achieve feats of awe inspiring wonder or dread.
Technical Masters
Though many would mistake a Dancer for any of its classical contemporaries in martial and magical aptitude, what sets them apart is their refined techniques and rhythmic discipline. A beautiful belly dancer could be a fierce gladiator, assassin, or magi guard. A rugged warrior could be a devilish charmer, blade dancer, or flame weaver. For a dancer is whoever they seek to be. Their practice in many forms of martial and magical arts allows them to tread a path they wish to make their own.
If fighters of all disciplines seek to hone their talents, they can seek a master Dancer to teach them new techniques. When mercenaries need a helping hand, they can turn to the acrobat performer to trip up and befuddle enemies. Dancers are there to inspire and protect allies, hinder and cull foes, all for the sake of others, or their own.
Artistic Styles
Dancers learn their Artistic Style through surviving the wilds, following the path of a master or academy, or gain their skills from mysterious origins. These Artistic Styles make a Dancer a jack of all trades among martial warriors. Though they stand side by side their allies in battle, a Dancer is at their strongest when they use their talents to support others or navigate their way through social ventures.
While Dancers may decide their skills and abilities over time, it is their guile, cunning, and reactionary decision making in the heat of the moment that truly separates them from the rest.
Creating Your Dancer
When creating a Dancer, there are many decisions you will need to make. Are they more offensive, supportive, or an all rounder? Are you a seductive performer? A warrior in an arena? Nobility escaping a tragedy? A daredevil adventurer with a charming smile able to win the hearts of many? Perhaps a forlorn artist using your brushes, and blades, to paint a world you desire?
Consider how and why your Dancer learned their techniques. What is the one goal that beats in their heart, that flows with the rhythm of their dances and skills. And lastly, do they avoid social situations or embrace them? As the presence of a Dancer is known to attract many to their side.
Quick Build
You can make a Dancer quickly by following these suggestions. First, make Dexterity or Charisma your highest and second highest ability scores, respectively. Dexterity if you seek to be more martial combat oriented, and Charisma if you desire to support your allies in combat.
Second, choose from either the courtier or entertainer background.
Optional Rule: Multiclassing
If your group uses the optional multiclassing rule, here's what you need to know if you choose to take a level in the dancer class.
Ability Score Minimum. As a multiclass character, you must have at least a 13 Dexterity and Charisma score to take a level in this class, or to take a level in another class if you are a dancer.
Proficiencies Gained. If dancer isn't your initial class, you gain proficiency in light armor and shields.
The Dancer
Level | Proficiency Bonus | Features | Grace Points | Rhythm Dice |
---|---|---|---|---|
1st | +2 | Dance, Fighting Styles | — | — |
2nd | +2 | Grace, Techniques, Rhythm | 2 | 2d4 |
3rd | +2 | Avoidance, Art Style, Cantrips & Leveled Spells | 2 | 2d4 |
4th | +2 | Ability Score Improvement, Resolute Focus | 3 | 2d4 |
5th | +3 | Swift Reactions | 3 | 3d4 |
6th | +3 | Art Style feature | 4 | 3d4 |
7th | +3 | Keen Momentum | 4 | 3d4 |
8th | +3 | Ability Score Improvement | 5 | 3d4 |
9th | +4 | Technique Slot | 5 | 4d4 |
10th | +4 | Cultural Knowledge | 6 | 4d4 |
11th | +4 | Art Style feature | 6 | 4d4 |
12th | +4 | Ability Score Improvement | 7 | 4d4 |
13th | +5 | Liberation | 7 | 5d4 |
14th | +5 | Swift Reactions(2), Technique Slot | 8 | 5d4 |
15th | +5 | Quintessence | 8 | 5d4 |
16th | +5 | Ability Score Improvement | 9 | 5d4 |
17th | +6 | Art Style feature | 9 | 6d4 |
18th | +6 | Technique Slot | 10 | 6d4 |
19th | +6 | Ability Score Improvement | 10 | 6d4 |
20th | +6 | Perfect Rhythm | 11 | 6d4 |
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, shields
- Weapons: simple weapons, martial weapons
- Tools: any one type of artisan's tools or any one musical instrument of your choice
- Saving Throws: Dexterity, Charisma
- Skills: Choose 2 from Acrobatics, Athletics, Deception, Insight, Perception, and Performance.
Equipment
You start with the following items, plus anything provided by your background:
- (a) a martial weapon or (b) two simple melee weapons
- (a) an entertainer's pack or (b) an explorer's pack
- (a) any musical instrument or (b) any toolkit of your choice
- (a) leather armor, and a dagger
Dance
You are now disciplined to use dances, which are forms of agile movements, combat stances, or meditative gestures. Chose one dance to be rehearsed, which can be found listed below. The number of dances you can have rehearsed increases by 1 at 3rd, 7th, and 14th dancer level.
As a bonus action, you can expend 1 charge of Dance to begin a rehearsed dance and gain its effects. Your dance lasts for 1 minute, during which time you can use a bonus action to shift to another rehearsed dance, gaining the effects of that dance. You cannot have more than one dance effect at a time. Your dance can end early if you choose to end your dance at the start of your turn, you become incapacitated, or if your speed is 0 at the start of your turn. If you are wielding a heavy weapon, you cannot begin a dance.
You have a number of Dance charges equal to 2 + your Charisma modifier, and you regain all expended uses when you finish a long rest. You can change one rehearsed dance with another you know whenever you gain a level in this class.
Dance List
Below is the dances that can be rehearsed. Each dance has a primary positive effect, and secondary negative effect.
Inferno Dance
When you hit a creature with a weapon or unarmed strike and deal damage to it, you can increase that damage by an amount equal to your proficiency bonus. However, your AC is reduced by an amount equal to half your proficiency bonus.
River Dance
You gain a +1 bonus to AC, are unaffected by difficult terrain, and have advantage on saving throws against effects that attempt to grapple or restrain you. However, you cannot benefit from the Dodge action and cannot roll attacks with advantage.
Typhoon Dance
Your speed is increased by 10 feet and you roll your Dexterity skill checks and Dexterity saving throws with advantage. However, you make Wisdom checks and Wisdom saving throws with disadvantage.
Eclipse Dance
You gain a +1 bonus to your Spell DC and you roll your Charisma skill checks and Charisma saving throws with advantage. However, you make all Constitution saving throws with disadvantage.
Tranquil Dance
You make attack rolls with advantage. However, your attacks do not deal additional damage on a critical hit.
Mountain Dance
When you take damage from a weapon or unarmed attack, you can reduce the damage taken by an amount equal to half your proficiency bonus. However, your speed is reduced by 10 feet.
Aurora Dance
Whenever you restore hit points to a creature, the creature regains additional hit points equal to your proficiency bonus. However, you must subtract a d4 from your attack rolls and saving throws.
Fighting Styles
You can learn one of the following fighting styles listed below.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Boomerang
When you make a ranged attack with a weapon that has the thrown property, that weapon will fly back to your hand after the attack, unless something prevents it from doing so.
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
While you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to attack rolls with that weapon.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength or Dexterity modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Whiplash
Whips you wield gain the light property and have their reach extended by an additional 5 feet.
You can now attempt a grapple with a whip. While grappling a Large or smaller target with a whip, you cannot make attacks with that whip until it ceases grappling the target.
Grace
Starting at 2nd level, your practice of primordial magic and martial techniques grants you the power of Grace. Your access to this power is represented by a number of Grace points. Your dancer level determines the maximum number of points you have, as shown in the Grace Points column of the Dancer table. You can gain bonus grace points beyond the maximum equal to your Charisma modifier.
You can spend these points to fuel your abilities. When you spend a grace point, it may be unavailable until you finish a short or long rest, at the end of which you recover all your expended grace points.
Some of your spells and techniques require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows:
Grace Save DC
Techniques
At 2nd level, you gain 2 technique slots. These can be used to learn techniques of your choice, which are listed under Dancer Techniques at the end of the class description. Techniques require one technique slot to be learned, unless stated otherwise, and are categorized under three different styles:
Offensive, Supportive, and Adaptive.
You gain 1 additional Technique slot at 9th, 14th, and 18th dancer level. Many dancer Art Styles grant techniques when adopted. These Art Style techniques cannot be unlearned and do not grant technique slots. When you gain a level in this class, you can replace one technique you know with a different one.
Rhythm
At 2nd level, you begin to harness the unique rhythm that flows through your body when performing artistic endeavors or rushing across the field of battle. You now manifest this inner power with your Rhythm dice which equals a 2d4. This dice changes as you gain dancer levels, as shown in the Rhythm column of the Dancer table.
Whenever you perform a technique that requires you to roll your Rhythm dice for an effect or the damage, you can add +2 to the effect or damage if you have two matching dice numbers, +5 if you have three matching dice numbers, and +12 if you have four matching dice numbers. Whenever you roll your Rhythm dice multiple times as part of a single technique or feature, you only match dice numbers per roll of the Rhythm dice, adding any bonuses gained from the rolls to the sum total damage or effect.
Your Rhythm dice, and any added bonuses to the effect or damage of a technique, is never doubled due to a critical hit. If you have disadvantage on ability checks, are incapacitated, or your speed is 0, you roll your Rhythm dice with disadvantage.
Avoidance
Starting at 3rd level, whenever an attack misses you or you successfully save against an area of effect spell or ability, you can use your reaction to move up to 5 feet to an unoccupied space, potentially avoiding further attacks or area effects. This movement does not provoke opportunity attacks.
The distance you can move up to with this reaction increases to 10 feet at 7th level, and to 15 feet at 14th level.
Art Style
When you reach 3rd level, you adapt an Art Style, chosen from the list of available styles. Your style grants you features at 3rd level and again at 6th, 11th, and 17th level. You can now learn dancer cantrips.
Cantrips
You may learn two cantrips of your choice from the dancer cantrip list. When you gain a new level in this class or learn a new dance, you can replace a previously learned cantrip with one you know.
Dancer Cantrips
Blade Ward, Control Flames, Dancing Lights, Druidcraft, Friends, Guidance, Gust, Light, Message, Minor Illusion, Mold Earth, Prestidigitation, Shape Water, and Thaumaturgy.
Leveled Spells
Certain subclasses will enable you to cast leveled spells using grace points. Once you reach 5th level in this class, you can increase a spell's level by 1 for each additional grace point you spend. The maximum number of grace points you can spend to cast a spell in this way equals your proficiency bonus minus 1.
Leveled spells cast using grace points causes your maximum grace points to decrease by the amount of grace points spent. This maximum grace point decrease is removed after you finish a long rest.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores by 1. As normal, you can't increase an ability score above 20 using this feature.
Resolute Focus
Starting at 4th level, you can now recover your grace during moments of glory. Whenever you roll your rhythm dice and match at least three numbers, roll a critical hit on an attack roll, or succeed on a saving throw against a leveled spell, you regain 1 grace point. This effect can only occur once per turn.
Swift Reactions
At 5th level, you can now take 2 reactions, but not the same reaction more than once, before the start of your next turn. You can only take one reaction per turn.
Keen Momentum
By 7th level, your social and natural awareness has sharpened your mental agility and rhythmic flow. You can now add your Charisma modifier to your initiative rolls.
After your Resolute Focus feature is triggered, the next roll of your Rhythm dice is made with advantage until the end of your next turn.
Cultural Knowledge
At 10th level, your study of cultural dances and arts allows you to learn one language or tool proficiency of your choice. If you spend at least 5 minutes observing and interacting with a creature whose language you can speak and understand outside combat, you have advantage on Wisdom (Insight) and Charisma (Persuasion) skill checks against that creature for the next hour.
In addition, if you spend at least 10 minutes observing and interacting with another creature outside combat, you can learn about its skills or magical abilities. You learn one of the following characteristics of your choice:
- Two of its features, such as Multiattack or Magic Resistance.
- If its spellcaster level is greater, lesser, or equal to 5th level.
- Three skills or tools it has proficiency or expertise in, if any.
Liberation
At 13th level, you've mastered the liberating grace that flows through you. Your dance no longer ends early if your speed is 0, or if you are paralyzed, restrained, or stunned.
At the start of your turn, you can spend 1 grace point to forgo your action to end one of the following conditions affecting you: paralyzed, restrained, or stunned.
As a bonus action, you can spend 1 grace point to touch a creature and end one of the following conditions affecting the creature: paralyzed, restrained, or stunned.
Swift Reactions (2)
At 14th level, you can now take 3 reactions, but not the same reaction more than once, before the start of your next turn. You can only take one reaction per turn.
Quintessence
At 15th level, you can now use your grace to restore the power of others. As an action, you can restore a spell slot for a creature that you can see within 60 feet of you at a cost of 1 grace point per that spell slots level, the level of which can be no higher than your proficiency bonus. Once a creature benefits from this feature, it cannot do so again until after a long rest.
Perfect Rhythm
At 20th level, when you roll your Rhythm dice and match numbers, you now add +3, +7, and +15 when matching two, three, and four numbers, respectively.
Once per turn, when you roll your Rhythm dice, you may change one of the d4 rolled to a number you desire.
Art Styles
Dancers can distinguish themselves in several ways with the use of magical cantrips and dancer techniques, but it is their chosen Art Style that elevates their personal desires and goals. The following are the Art Styles you can choose from at 3rd Level to hone your craft.
Most Art Styles teach you a few dancer techniques. This does not grant additional technique slots nor can they be unlearned. See Page 5 for the general rules regarding techniques.
Art of Acrobatics
The foundation of this art is in the belief that nothing can keep you down. Using the graceful magic of the zephyr, you are able to manipulate the air around you to perform spectacular aerial feats. Do you use such power to be an entertainer who displays feats of acrobatic prowess, a fighter who gracefully moves like the wind across the fields of battle, or a bold treasure hunter seeking ancient ruins? Whatever your path, your skills and talents will allow you to explore the great wonders and horrors of the world, forevermore.
Acrobatic Dancer
3rd level Art of Acrobatics feature
You are adept at seeing danger coming and avoiding it. You gain proficiency in the Wisdom (Perception) skill.
You learn the Cat-like Reflexes, Nimble, and Spinning Wheel Strike techniques.
While dancing, when you make a Strength (Athletics) or a Dexterity (Acrobatics) check, you can treat a roll of 9 or lower on the d20 as a 10.
Wind Rider
3rd level Art of Acrobatics feature
Your magical grace enables you to harness powerful and precise winds. On your turn, you can use your reaction while in mid-air to jump up to 10 feet in a straight line. While in mid-air if you hit a creature your size or larger within 5 feet of you with a melee attack, you do not begin falling until the start of your next turn. The distance you can jump while in mid-air increases to up to 15 feet at 11th level, and up to 20 feet at 17th level.
Zephyrian Agility
6th level Art of Acrobatics feature
When you begin a dance, shift dances, or as a bonus action while dancing, you can take the Dash or Disengage actions, or make a single weapon or unarmed attack.
In addition, you learn the Agile Evasion technique.
Wind At Your Back
6th level Art of Acrobatics feature
You can now bless allies with the same winds that carry you forward. While dancing, whenever a friendly creature is within 10 feet of you, it gains your current dance's positive effect.
At 12th level, the range of this feature increases to 20 feet.
Acrobat's Endurance
11th level Art of Acrobatics feature
Your acrobatic training has granted you feats of physical strength. You gain a climbing and swimming speed equal to your walking speed, you are unaffected by difficult terrain, and you can hold your breath for thrice the normal duration. When you finish a short rest, you can forgo regaining grace points to instead remove any effects that are reducing your hit point maximum and decrease your exhaustion level, if any, by 1.
In addition, you can now use your Avoidance feature while in mid-air. When you take the Dash action, you may now run along vertical surfaces without falling during your movement.
Dancer of the Azure Skies
17th level Art of Acrobatics feature
Enhanced by the primal magics of the zephyr, you ascend into an acrobatic master. You now gain an additional positive effect when you begin, or shift to, a rehearsed dance associated with the following effects:
Inferno Dance. When a creature hits you with a melee or spell attack, it takes 5 slashing damage.
River Dance. Your speed is increased by 10 feet and your movement does not provoke opportunity attacks.
Typhoon Dance. Your jump distance is tripled and you fall 60 feet per round, taking no fall damage.
Eclipse Dance. When a creature misses you with a melee attack, it must succeed on a Constitution saving throw or become blinded until the end of its next turn.
Tranquil Dance. When you hit a creature with an opportunity attack, the creature's speed becomes 0 until the start of its next turn.
Mountain Dance. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Aurora Dance. When you gain this effect, or take damage, you regain 1d6 + 5 hit points.
When a friendly creature starts its turn or moves within 20 feet of you, you can spend 1 grace point to use your reaction and grant it one of the above effects associated with one of your rehearsed dances.
Art of Bewitching
A dancer who practices this art rarely does so for altruistic purposes. You are one who seeks personal gain, and the safety of others in such pursuits is not guaranteed. Your magic allows you to fool lonely hearts with demure smiles, seek fortune through espionage, love through bloodletting, or unleash chaos through a simple gift. Many of this art choose to be agents of desire and intrigue, beings of discordant mischief, or perhaps even charming assassins. Whatever you may seek, or what may be wrought by your enchanting presence, you'll always make sure to have a trick or two to come out on top.
Beguiling Glance
3rd level Art of Bewitching feature
You understand the power of a gentle touch, a coy smile, and a steel mind. You gain proficiency in the Wisdom (Insight) skill. You learn the Alluring Touch and Fascinate techniques.
You can now spend 1 grace point to cast the Charm Person, Hex, or Sleep spells.
Dancer of the Night
3rd level Art of Bewitching feature
Your magical talent allows you to coerce and taunt others on a whim. You learn the Friends cantrip. When you cast the Friends cantrip, you can spend 1 grace point to force the target to make a Wisdom saving throw. On a failed save, it is unaware of the magic you cast to influence it.
You learn the Vicious Mockery cantrip. When a creature you can see within 30 feet of you misses an attack roll, you can use your reaction to cast Vicious Mockery targeting that creature.
Touch of Enchantment
6th level Art of Bewitching feature
Your enchantment spells can be enchanted into a piece of parchment, a flower, jewelry, small potion, or elixir. When a creature interacts with, or drinks, these enchanted objects, they trigger and are targeted by the enchanted spell.
You decide what triggers the enchantment when you cast the spell. An example of typical triggers include breaking a wax seal on parchment, pricking a finger on a rose's thorn, or wearing the jewelry upon their skin. Liquids that are enchanted must be consumed by the creature in order for the enchantment to be triggered. Objects you enchant in this way appear non-magical to effects such as Detect Magic, but can still be affected by spells like Dispel Magic or Remove Curse.
You can use a body part, lock of hair, clipping from a nail, or similar portion of a target's body as part of the components for the enchantment spell to cause the owner of such components to make its saving throw against that spell with disadvantage.
Enchanting Espionage
6th level Art of Bewitching feature
You can now spend 2 grace points to cast the Animal Messenger, Calm Emotions, or Suggestion spell.
You now add half your Charisma modifier to your Wisdom skill checks. A target you have charmed, or affected by your Fascinate technique, has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you.
Captivating Presence
11th level Art of Bewitching feature
When you make a Performance skill check, you can expend 1 charge of Dance to treat a d20 roll of 9 or lower as a 10. If a creature within 60 feet of you witnesses this performance for at least 1 minute, you can cast a single target enchantment spell at that creature at no grace cost, without material components.
Heart Breaker
11th level Art of Bewitching feature
Attacks you make with a finesse weapon score a critical hit on a roll of 19 or 20. If the target of your attack is charmed by you, then your finesse weapon scores a critical hit on a roll of 18-20.
Dancer of the Midnight Rose
17th level Art of the Bewitching feature
Your deep entrenchment with your magical arts now makes you immune to the charmed and frightened conditions.
A creature you and your allies are hostile towards or fighting no longer has advantage against your attempts to charm them, however, taking damage still allows it to make Wisdom saves with advantage.
Art of the Dead
Throughout history, cultures across the world have developed customs that give thanks to or celebrate the dead and honor the lives they had lived. Those who practice this art bring life to such festivals and can range from acolytes of faith to hunters of the damned. As you gain the memories of the fallen, you may grant redemption, bring justice, or cause pain. Such power is well known to corrupt. Will you be one who brings peace to the lost? Or one who chains their powers to serve your goals?
In Memorial
3rd level Art of the Dead feature
Your studies and practices are in reverence of the dearly departed from all walks of life. You become proficient in your choice of two of the following skills: History, Intimidation, Medicine, or Religion.
You learn the Dance Recoup and Rhythmic Strike techniques.
In addition, you can now cast the Gentle Repose spell a number of times equal to half your proficiency bonus, regaining expended uses on a long rest.
After casting Gentle Repose, you can choose to gain a dream-like vision or a cryptic memory of the target's final memories before it died. You can then create a memory token, which can be created from an object retrieved from that dead creature. You may only carry up to a number of tokens equal to your proficiency bonus. When a token is created, your DM informs you if the memory's essence is of a creature inclined to being offensive, supportive, or adaptive.
Dance of Death
3rd level Art of the Dead feature
When you begin a dance, you can choose to summon a floating, memory specter within 30 feet of you that remains until your dance ends. When summoned, you shift dances, or as a bonus action while dancing, you can command the memory specter to move up to 30 feet and make a melee spell attack against a creature within 5 feet of it. On a hit, the target takes cold, necrotic, or radiant (your choice when summoned by you) damage equal to 1d8 + your Charisma modifier. Any creature that takes this damage is considered cursed and can't regain hit points until the start of your next turn.
The memory specter takes the form of a medium or large sized creature or weapon memorialized in one of your memory tokens. It is incorporeal and it does not cost extra movement to pass through its space. While summoned, it may use one of your learned dancer techniques associated with its essence at no grace point cost. Once it has done so, the token is tapped, and cannot do so again until you finish a long rest.
Condemn
6th level Art of the Dead feature
If the target of your Rhythmic Strike is considered an undead creature or a cursed target, you roll an additional d4 with your Rhythmic Strike.
If you trigger your Resolute Focus feature with Rhythmic Strike, you can use your reaction to make an additional melee attack at the target of your Rhythmic Strike or a creature within 5 feet of it, adding half of the damage from your Rhythmic Strike to the damage of that attack if it hits.
Honor the Dead
11th level Art of the Dead feature
Your memory specter now deals an additional 1d8 damage with its melee attack and when it curses a target, the target is affected by the negative effect of one of your rehearsed dances until the start of your next turn.
You can now cast the Speak with Dead spell as a ritual.
In addition, when a creature of CR 1/2 or higher is brought to 0 Hit points within 30 feet of you, you regain 1 grace point.
Dancer of the Quiet Solace
17th level Art of the Dead feature
Your mastery of your magical art allows you to remove the foul desecration of harmful magic and curses that plague the living and the dead. As an action, you can now expend 1 charge of Dance to perform a magical ritual that affects a 120 foot radius area centered on you. For the next 10 minutes, you must concentrate on this dance as if concentrating on a spell, after which the following effect occurs:
Cleanse Undead. An undead creature within the area must make a Wisdom saving throw. On a failed save, it takes 10d10 radiant damage, or half as much on a success. If an undead of CR 3 or lower fails the save, the creature is instantly destroyed. The area becomes cleansed allowing the dead to rest, removing all curses and magical effects of 5th level or lower.
Art of the Dervish
There are many who have sought to harness the powers of the cosmic stars or the whimsical fates. You are one of the few who succeeded, whether through study or luck, to grasp that power. A pinch of temporal magic carried in a small trinket. Was it a treasure you found? A relic inherited? Are you a warrior of the sands, perhaps a gambling scoundrel, or faithful zealot on a personal crusade? For you shall cut a path across the realm, from scorching deserts to frosted peaks, in search of carving your own destiny and changing the destiny of others.
Fate Changer
3rd level Art of the Dervish feature
You've enchanted, found, or been blessed with a magical talisman that channels the unknown power of the cosmic beyond. You determine its appearance. For example, it could take the form of playing dice, tarot cards, a crystal ball, or symbol of faith, perhaps even a scabbard. Usually an item that is easily carried or worn.
While carrying this talisman, you have these benefits:
- You learn the Elegant Agility and Quick Move techniques.
- You can choose an additional Fighting Style option from the Dancer class.
- Alter Fate. This talisman has a number of charges equal to your proficiency bonus. Whenever a creature within 30 feet of you rolls a 1 or a 20 on a d20, you can expend 1 charge to make it roll again. It must use the new roll. You regain all expended charges after finishing a long rest.
If you lose the talisman, you can perform a 1-hour ritual to magically teleport it back into your possession. This ritual can be performed during a short or long rest.
Warp
3rd level Art of the Dervish feature
You can now casually blink through time. When you use your Avoidance feature, you can choose to teleport to an unoccupied space you can see up to twice Avoidance's current distance.
In addition, when you deal damage to a target with a melee weapon, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of that target.
Dimensional Sheathe
6th level Art of the Dervish feature
You can now access your talisman's extradimensional space. As an action, you cause one inanimate object you are touching to vanish as the object is transported into the talisman, where it remains until you use an action to summon the object to your free hand or at your feet. If you take the Attack action, you can summon a weapon from this space into your free hand and use it for the attack.
Your talisman's extradimensional space can only hold up to 50 pounds worth of objects. If you attempt to exceed this limit, the talisman's contents spill forth, unharmed, at your feet.
Temporal Pendulum
6th level Art of the Dervish feature
Your control over the flow of time and space around your body allows you to exchange your capabilities while dancing. You can either use your Action to grant yourself an additional reaction until the start of your next turn, or when you take the Attack action, you can use your reaction to make an additional attack during your turn.
Advanced Warp
11th level Art of the Dervish feature
As an action, you can spend 1 grace point to touch a willing creature. When you do so, you can cause them to teleport to an unoccupied space you can see up to 30 feet away from you. Whenever you do so, you reduce your maximum grace points by 1. This reduction lasts until you finish a long rest.
Pain Reversal
11th level Art of the Dervish feature
Your control of the talisman allows you to now reverse pain. When you use your Avoidance feature, you can spend 1 grace point to regain Hit points equal to one roll of your Rhythm dice. Whenever you do so, you reduce your maximum grace points by 1. This reduction lasts until you finish a long rest.
Dancer of the Phantom Oasis
17th level Art of the Dervish feature
Your mind melds with your talisman's cosmic temporal powers, granting you the ability to see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them. Creatures do not gain the benefits of invisibility against you.
In addition, while dancing, you become slightly ethereal allowing you to safely pass through any creature's space, your movement to not provoke opportunity attacks, and making it where no attack roll against you is rolled with advantage.
Art of the Fury
The wondrous sun has been cause for celebration and worship for many cultures. Its blaze can be brought to life at your finger tips and used for beautiful festivals of light that can bring joy, comfort, and hope to those who may live in fear.
For when the sun sets, and beings of darkness stir, shall you cleanse that which causes fear. You will scorch a path like many zealous warriors, unyielding paladins, and righteous devotees have done before. One where you purge the wicked that stand in your way. Whoever you decide that may be.
Prismatic Revelry
3rd level Art of the Fury feature
You embody the soul of festivity, glory, and fury. You learn the Control Flames cantrip, which gains several bonus features:
Igniter. You can spark the non-magical flames needed for its effects. These flames can appear as any color you desire and are harmless.
Spectacle. When you create simple shapes, the flames become harmless and can expand to fit within a 30 foot cube.
Sparkler. You can conjure up to 5 tiny sticks. When ignited, a stick slowly burns as a harmless firework for 1 minute.
In addition, you can now spend 2 grace points to cast the Pyrotechnics spell, which does not decrease your maximum grace points. When you cast Pyrotechnics, you can spark the nonmagical flame needed for the spell's effects and gain an additional 60 feet to its range.
Sunfire
3rd level Art of the Fury feature
The ferocity of your training has taught you to harness the power of sunfire. You can now learn the following three Fury techniques when you meet the prerequisites. Fury techniques require no technique slots to be learned.
Blast
Prerequisite: 3rd level Art of the Fury
When you take the Attack action, you can replace one of the attacks with a blast of fire. This blast is a ranged attack with a range of 20/60 feet that you are proficient with and deals 1d8 + your proficiency bonus in fire damage.
You can spend 1 grace point to increase the range by 20 feet and damage by 1d8. For each additional grace point you spend after the first, you increase the range by 20 feet and damage by 1d8.
Beam
Prerequisite: 5th level Art of the Fury
When you take the Attack action on your turn, you can spend 1 grace point to replace one of the attacks with a beam of fire. This fire shoots in a 20 foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one.
For each additional grace point you spend after the first, the length increases by 20 feet and damage increases by 2d6.
Burst
Prerequisite: 7th level Art of the Fury
As an action, you can spend 1 grace points to release a burst of fire. Creatures within a 10 foot radius sphere of you must make a Dexterity saving throw or take 2d6 fire damage on a failed save, or half as much damage on a success. The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried.
For each additional grace point you spend after the first, the radius increases by 10 feet and damage increases by 2d6.
The maximum number of grace points you can spend on your Phoenix techniques in this way is equal to your proficiency bonus minus 1.
Purifying Sunfire
6th level Art of the Fury feature
When you attempt to deal fire damage to a creature that is considered a devil, fiend, or undead, you can use your reaction to deal radiant damage equal to the fire damage dealt instead.
Alternatively, when you use one of your Fury techniques, you can use your reaction to not deal fire damage to a number of creatures you choose up to your proficiency bonus in that area of effect. You may only use one of these reactions per turn.
Flames Within
6th level Art of the Fury feature
Your fury is swift and decisive. When you begin a dance, shift dances, or as a bonus action while dancing, you can make a melee or unarmed strike as part of the same action.
In addition, as an action, you can expend one Hit Dice to regain an amount of grace points equal to the amount rolled.
Burning Grace
11th level Art of the Fury feature
You expel sunfire from your body in the heat of battle. When you begin a dance, and at the start of each of your turns while dancing, you can spend 1 grace point to grant yourself the effects of either the Dash or Disengage action during that turn and double the numerical positive effect of your current dance.
Dancer of the Solar Phoenix
17th level Art of the Fury feature
You have mastered the flames within and now display your ever brilliant glory for all to see. You are immune to the blinded condition, gain resistance to fire and radiant damage, and you have a flying speed equal to your walking speed and can hover.
In addition, while dancing, if you fail a Strength, Dexterity, or Constitution saving throw, you can use your reaction to succeed instead.
Art of the Magi
You practice to not only harness the magical arts, but to shut down those who would attempt to do so as well. Rumors would call you mage slayer or arcane trickster, and though close to the truth, the method you utilize to gain spell casting is a bit unique from others, and a bane on casters across the realms, since you practice the art of spell stealing.
With a flick of your wrist you can steal away the magic of other spell casters to fuel your own powers and techniques. Though not as versatile as contemporary wizards and the like, your ability to steal magical energies, or maybe politely learn them from those you may call friend, allows you to be various styles of war mages, mime magicians, or primalist sages.
Spell Thief
3rd level Art of the Magi feature
You gain the ability to steal spells. If a spell targets you, includes you in its area of effect, or is within 5 feet of you, you can use your reaction to attempt to steal the spell. If the spell is of 1st level or lower, the spell is stolen and has no effect on you. If the spell is of 2nd level or higher, make an ability check using your Charisma modifier. The DC equals 10 + the spell's level. On a success, the spell is stolen and has no effect on you. If your attempt to steal a spell fails, you are hit by the spell if it was targeting you and fail its saving throw if you are within its area of effect.
When you steal a spell, you can choose to learn it and add it to your list of known spells. A stolen spell must be of a level for which you can learn spells of that level in order to learn it. If you steal a spell and you simply do not wish to learn it, already know it, or are unable to learn any more, you can instead regain grace points equal to the spells level and removes any decrease to your maximum grace points equal to the grace points gained.
You can use this feature up to three times, and you regain all expended uses when you finish a long rest.
Spellcasting
When you reach 3rd level, you gain the ability to cast the spells you have stolen from friend and foe alike.
Cantrips. You can learn two cantrips from the bard or wizard spell list.
Spells Stolen of 1st-level and Higher. You know no other spells until you can successfully steal spells. If you are starting your character at 3rd level, you can choose two conjuration or evocation spells from the bard or wizard spell list. The Magi table shows how many spells you can steal and considered known. As you gain levels, you will be able to steal and keep known spells of higher levels up to a certain amount.
For example, if you are a 5th level dancer, you can know up to four 1st-level spells and one 2nd-level spell. If you are a 13th level dancer, you can know up to six 1st-level spells, four 2nd-level spells, two 3rd-level spells, and one 4th-level spell. If you attempt to learn a spell beyond your maximum, you must abandon trying to learn it, or replace it with a spell you already know of that spell level.
Graceful Magic. To cast one of your stolen spells of 1st level or higher, you may spend an amount of grace points equal to the spell's level. See page 3 for the general rules of spellcasting using grace points.
Magi Spellstealing
Dancer Level | Spells Known | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|
3rd | 3 | 3 | — | — | ─ |
4th | 4 | 4 | ─ | — | ─ |
5th | 5 | 4 | 1 | ─ | ─ |
6th | 6 | 4 | 2 | ─ | ─ |
7th | 7 | 5 | 2 | ─ | ─ |
8th | 8 | 5 | 3 | ─ | ─ |
9th | 9 | 5 | 3 | 1 | ─ |
10th | 10 | 6 | 3 | 1 | ─ |
11th | 11 | 6 | 3 | 2 | ─ |
12th | 12 | 6 | 4 | 2 | ─ |
13th | 13 | 6 | 4 | 2 | 1 |
14th | 13 | 6 | 4 | 2 | 1 |
15th | 14 | 6 | 4 | 3 | 1 |
16th | 14 | 6 | 4 | 3 | 1 |
17th | 15 | 6 | 4 | 3 | 2 |
18th | 15 | 6 | 4 | 3 | 2 |
19th | 15 | 6 | 4 | 3 | 2 |
20th | 15 | 6 | 4 | 3 | 2 |
Spellcasting Ability. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Grace save DC for any spell you cast and Charisma when making an attack roll with one.
Magi Warrior
6th level Art of the Magi feature
While dancing, you can now add your Charisma modifier to the damage you deal with any cantrip.
While dancing, you can now spend 1 grace point to cast a cantrip as a bonus action on your turn.
Sage Recovery
6th level Art of the Magi feature
When you steal a spell and do not want to learn it, you can choose to recoup 1 charge of Dance instead.
Mimic Spell
11th level Art of the Magi feature
Whenever you steal a spell, you can choose to temporarily store it. As an action, you can spend an amount of grace points equal to the level of the stolen spell to cast that exact spell. Doing so does not lower your maximum grace points. If you do not cast the stored spell within 1 hour, its magic is lost.
Ride the Weave
11th level Art of the Magi feature
Your focus into the world's weave has granted you the ability to see magical energies. You can now cast the Detect Magic spell on yourself at will.
In addition, when you successfully steal a spell, you can choose to instantly rush toward the source that cast the spell and land in an unoccupied space you can see within 5 feet of the source as part of the same action. If the spell had an area of effect, you could also rush to an unoccupied space you can see that was within that spell's area of effect.
Dancer of the Spell Breaker
17th level Art of the Magi feature
You gain resistance to force damage and advantage on saving throws against spells and other magical effects. If a racial feature already grants you the latter, you may choose an additional damage resistance from the following: cold, fire, lightning, or poison.
While dancing, magical effects on you and the properties and powers of magic items you are wearing or carrying cannot be suppressed by the Antimagic Field spell or similar effects, however, any attempts to cast spells within such fields will still be suppressed.
Art of the Paragon
You are one who seeks to perform the basics of a dancer with immaculate execution. Not a single step or movement is wasted. Every action is made with purpose and precision. No matter the pain. There is only one outcome. To become the star of a show, the champion of the arena, or a warrior without peer. You step with mechanical harmony, a tempo of beautiful lethality, grace unparalleled. Where other disciplinary arts focus on protection or healing, your focus is on visceral destruction through elegant brutality. Whether you do this for yourself, or to prove it to others, you will no doubt share your prowess with the world.
Immaculate Performer
3rd level Art of the Paragon feature
You are one who practices day in and day out. You gain one additional skill or tool proficiency of your choice from the dancer class. Choose any two of your skill or tool proficiencies to gain the benefit of expertise. When you make a Dexterity or Charisma skill check, you can spend 1 grace point to roll the check with advantage.
In addition, you learn the Bladed Defense, Close Quarters Combat, Distract, and Elusive Steps techniques.
Demand Perfection
6th level Art of the Paragon feature
When you begin a dance, shift dances, or as a bonus action while dancing, you can spend 1 grace point to grant yourself advantage when your roll your Rhythm dice until the start of your next turn.
Elegant Duelist
6th level Art of the Paragon feature
You walk onto the stage and the battlefield with an air of confidence. Your Resolute Focus feature will now also trigger when you roll for initiative. When you use your Avoidance feature, you can choose to also make a melee attack as part of the same reaction.
Tempered Physique
11th level Art of the Paragon feature
Your brutal training has paid dividends. You gain proficiency in Strength and Constitution saving throws and gain one additional technique slot.
Whenever you make a saving throw and fail, you can use your reaction to spend 1 grace point and reroll it, taking the second result.
Dancer of the White Blade
17th level Art of the Paragon feature
You are the eye of a storm. When your Resolute Focus feature is triggered, you can use your reaction to make one weapon or unarmed attack. This can only occur once per turn.
When you shift dances, you can choose to retain the previous dance's effect until the end of your next turn. You no longer gain the negative effects of your rehearsed dances.
Art of the Nymph
An art wielded by those who harness the magic found within nature and the primal elements of the world. Originally taught by various dryads, fairies, and mermaids, these dancers can create brilliant works of beauty or sculpt intricate stories during their dances. They are often seen as mystics, seers, or shamans for their ability to imbue the elements into warriors and weapons with ease. They are the source of many stories involving those who dance within the forests, seas, and skies.
Nature's Beauty
3rd level Art of the Nymph feature
You are an avatar of nature's grace and beauty. You become proficient in your choice of two of the following skills: Animal Handling, Medicine, Nature, or Survival. The size of harmless visual effects your cantrips can create is tripled.
You learn the Bubble Barrier and Repertoire techniques.
When you begin a dance, shift dances, or as a bonus action while dancing you can grant one ally you can see within 30 feet of you the effects of your current dance. This effect lasts on that ally until the start of your next turn.
At 6th level, you can grant the effects to up to 2 allies, at 11th level to up to 4 allies, and at 17th level to up to 8 allies.
Spellcasting
3rd level Art of the Nymph feature
Your attachment to the primal elements has granted you ability to use the magic of nature.
Cantrips. You learn two additional cantrips from the Nymph spell list of your choice. At 10th level, you learn another cantrip of your choice.
Spells Known of 1st-level and Higher. You know three 1st-level Nymph spells. The Nymph table shows how many spells you can have known per level. As you gain levels you will be able to learn more spells from the Nymph spell list.
For example, if you are a 5th level dancer, you can know up to four 1st-level spells and one 2nd-level spell. If you are a 13th level dancer, you can know up to six 1st-level spells, four 2nd-level spells, two 3rd-level spells, and one 4th-level spell. When you gain a level in this class, you can choose one of the Nymph spells you know and replace it with another spell from the nymph spell list.
Graceful Magic. To cast one of your Nymph spells of 1st level or higher, you may spend an amount of grace points equal to the spell's level. See page 3 for the general rules of spell-casting using grace points.
Spellcasting Ability. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Grace save DC for a spell you cast and Charisma when making an attack roll with one.
Imbue Elements
6th level Art of the Nymph feature
You can now imbue melee weapons with elemental power. As an action, you imbue a weapon for 1 hour with elemental magic. If the weapon isn't already a magic weapon, it becomes one for the duration. Until the effect ends, the weapon emits dim light in a 5-foot radius, weapon attacks made with it deal the damage type chosen instead of its usual damage type, and it gains one of the following effects based on the type chosen:
Acid. On a hit, the target will make Wisdom (Perception) checks with disadvantage until the end of its next turn.
Bludgeoning. On a hit, the target must make a Dexterity saving throw. On a failed save, it is knocked prone or pushed back 5 feet, your choice.
Cold. On a hit, you reduce the target's speed by 5 feet until the start of your next turn.
Fire. On a hit, you deal an additional 1d8 fire damage. This weapon can ignite flammable objects that aren't being worn or carried.
Lightning. On a hit, the target can't take reactions until the start of its next turn.
Piercing. On a hit, the target must make a Strength saving throw. On a failed save, you pull the creature up to 10 feet closer to you.
Slashing. On a hit, you roll a d20. On a roll of 16 or higher, you immediately make another attack roll with this weapon on the same target. This effect can only occur once per turn.
Thunder. On a hit, the target must make a Constitution saving throw. On a failed save, it is deafened until the end of its next turn.
You can use this feature a number of times equal to your proficiency bonus, regaining expended uses after you finish a long rest.
Nymph Spellcasting
Dancer Level | Spells Known | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|
3rd | 3 | 3 | — | — | ─ |
4th | 4 | 4 | ─ | — | ─ |
5th | 5 | 4 | 1 | ─ | ─ |
6th | 6 | 4 | 2 | ─ | ─ |
7th | 7 | 5 | 2 | ─ | ─ |
8th | 8 | 5 | 3 | ─ | ─ |
9th | 9 | 5 | 3 | 1 | ─ |
10th | 10 | 6 | 3 | 1 | ─ |
11th | 11 | 6 | 3 | 2 | ─ |
12th | 12 | 6 | 4 | 2 | ─ |
13th | 13 | 6 | 4 | 2 | 1 |
14th | 13 | 6 | 4 | 2 | 1 |
15th | 14 | 6 | 4 | 3 | 1 |
16th | 14 | 6 | 4 | 3 | 1 |
17th | 15 | 6 | 4 | 3 | 2 |
18th | 15 | 6 | 4 | 3 | 2 |
19th | 15 | 6 | 4 | 3 | 2 |
20th | 15 | 6 | 4 | 3 | 2 |
Mystic Discipline
11th level Art of the Nymph feature
You have gained greater mental fortitude. While dancing, you have advantage on Constitution saving throws that you make to maintain your concentration on a spell and you are immune to the blinded and deafened conditions.
Dancer of the Singing Winds
17th level Art of the Nymph feature
You have mastered the primal art to alter the skies. You can now expend 2 charges of Dance to perform a powerful ritual dance for 10 minutes. You must be outdoors to do so. When you complete the ritual dance, choose one of the following weather effects to occur within 2 miles of you:
Rain. A cool, gale wind blows in clouds of rain.
Fog. A cool, calm wind wind gently conceals the land in fog.
Cloudy. A warm, strong wind rolls clouds across the sky.
Clear. A warm, moderate wind brings clear skies.
Snow. A cold, calm wind carries a soft snowfall.
Storm. A cold, fierce storm unleashes thunderous lightning.
It takes 30 minutes for the weather conditions to take effect. The conditions will last up to 1 hour, after which the weather will return to normal. This feature cannot change magically altered weather.
Nymph Spell List
Cantrips (0 Level)
- Control Flames
- Create Bonfire
- Druidcraft
- Frostbite
- Guidance
- Gust
- Infestation
- Mold Earth
- Poison Spray
- Primal Savagery
- Produce Flame
- Resistance
- Shape Water
- Shillelagh
- Thorn Whip
- Thunderclap
1st Level
- Absorb Elements
- Animal Friendship
- Charm Person
- Beast Bond
- Create or Destroy Water
- Cure Wounds
- Earth Tremor
- Ensnaring Strike
- Entangle
- Faerie Fire
- Fog Cloud
- Healing Word
- Ice Knife
- Jump
- Longstrider
- Snare
- Speak with Animals
- Thunderwave
2nd Level
- Animal Messenger
- Augury
- Barkskin
- Beast Sense
- Continual Flame
- Dust Devil
- Earthbind
- Enhance Ability
- Flame Blade
- Flaming Sphere
- Gust of Wind
- Healing Spirit
- Heat Metal
- Lesser Restoration
- Locate Animals or Plants
- Maximilian's Earthen Grasp
- Protection from Poison
- Skywrite
- Spike Growth
- Warding Wind
3rd Level
- Call Lightning
- Daylight
- Dispel Magic
- Erupting Earth
- Flame Arrows
- Fly
- Lightning Arrow
- Meld into Stone
- Plant Growth
- Protection from Energy
- Revivify
- Sleet Storm
- Speak with Plants
- Tidal Wave
- Wall of Water
- Water Breathing
- Water Walk
- Wind Wall
4th Level
- Charm Monster
- Confusion
- Control Water
- Divination
- Elemental Bane
- Fire Shield
- Freedom of Movement
- Giant Insect
- Grasping Vine
- Guardian of Nature
- Ice Storm
- Locate Creature
- Stone Shape
- Stoneskin
- Wall of Fire
- Watery Sphere
Art of the Saint
Many tales have been told of noble souls who fight with selfless valor. These revered, or at times spurned, souls have harnessed the power to use their own life force to protect others. Its practice has yielded a handful few to walk this often doomed path for many reasons: vengeance, a promise, dutiful faith, a fated decree, a loved one's plea?
Regardless the path or reason, you can bring solace unto your brave comrades, heal wounds that cannot be seen, and spare many the touch of death's cold grip. For when the journey is done, and the battle won, you will rest easy knowing many will march safely home. Even if you are but a gentle memory.
Guiding Grace
3rd level Art of the Saint feature
You become proficient in your choice of two of the following skills: Animal Handling, Insight, Medicine, or Religion. You learn the Leave No Man Behind and Touch of Grace techniques. You also learn the Create Bonfire cantrip.
When you cast the Create Bonfire cantrip, you can make it grace filled with rejuvenating warmth that causes it to last for 8 hours, no concentration required. Creatures within 20 feet of this grace filled bonfire are unharmed by temperatures as low as -50 degrees Fahrenheit. If a creature finishes a short rest within 20 feet of the grace filled bonfire, it regains a number of hit points equal to your proficiency bonus + Charisma modifier, and a number of Hit Dice equal to half your proficiency bonus.
You can grace fill your Create Bonfire cantrip in this way once per long rest. At 6th level, twice per long rest. And at 11th level, thrice per long rest.
Blood and Honor
3rd level Art of the Saint feature
When you deal damage to or cause a creature to regain Hit Points, you can expend one of your Hit Dice, roll the die, and add bonus damage or healing equal to the amount rolled.
Martyr's Bond
6th level Art of the Saint feature
When you begin a dance, shift dances, or as a bonus action while dancing, you can choose to forgo gaining the dance effect and instead share only its positive effect with up to 3 creatures you can see within 30 feet of you. The dance effect lasts until the start of your next turn.
When a creature affected by one of your dance effects takes damage, you can use your reaction to take the damage instead, as if you had resistance to that damage type.
Defiance of Death
11th level Art of the Saint feature
You can now stop the hand of death at the cost of your life. Whenever a creature fails a death saving throw within 30 feet of you that you can see, you can use your reaction to turn the failed death save into a success, but causing your hit point maximum to be reduced by an amount equal to twice the creature's level or CR, minimum of 2.
This reduction lasts until you finish a long rest. If this effect reduces your hit point maximum to 0, you die.
Now, if you ever die, your allies within 30 feet of you regain hit points equal to two rolls of your Rhythm dice. This healing does not effect you.
Perseverance
11th level Art of the Saint feature
When you use your Blood and Honor feature, you can now subtract the amount rolled from your current Hit Points instead of expending your Hit Dice.
Dancer of the Solemn Promise
17th level Art of the Saint feature
If a creature that you can see within 30 feet of you dies, you can use your reaction to increase your level of exhaustion by 1 to have them become stable instead. A creature cannot benefit from this effect again until finishing a long rest.
Alternatively, if a creature that you can see within 30 feet of you dies, you can use your reaction to enter a state of quiet rage. This effect lasts for 1 minute or until you are dead. While in this state, you gain the following effects:
- Your melee and ranged attacks deal additional damage equal to half one roll of your Rhythm dice.
- You gain resistance to all damage types, except force damage.
- You have advantage on all attack rolls, but attack rolls against you have advantage.
While in this state, you cannot choose to increase your exhaustion level to stabilize a dying creature. Once you have entered this state of quiet rage, you may not do so again until you finish a long rest.
Art of War
Perhaps the most disciplined and focused on the fundamentals of techniques, you are one who strives to tackle the battlefield in whichever way suits you best. Whether you are an offensive fighter, a supportive cheerleader, or adaptive sleuth, this art style allows you to comfortably shape your path forward while keeping your allies inspired and motivated.
Strategy
3rd level Art of War feature
Your studies into the history of warfare have taught you the Escape and Rally techniques.
You gain two additional technique slots.
When you make an Intelligence or Wisdom check, you can choose to spend 1 grace point to add your Charisma modifier to the ability check when its rolled.
Tactics
3rd level Art of War feature
When you begin a dance, shift dances, or as a bonus action, you can choose one creature within 30 feet of you that can hear you to be affected by one of your rehearsed dances until the start of your next turn. The creature chosen can immediately use its reaction to take the Attack (one weapon attack only), Disengage action (at half movement speed), Hide, or Use an Object action.
Focus Fire
6th level Art of War feature
You move in sync with your allies. When an ally that you can see deals damage to a target within 5 feet of you, you can use your reaction to make an attack at the same target.
Weapon Artistry
6th level Art of War feature
Your training has granted you the most out of your weapons with particular properties, granting you the following benefits:
- You can now begin a dance while wielding a heavy weapon.
- You add both your Strength and Dexterity modifier to the damage rolls of finesse weapons you wield with two hands.
- If you are Small or Tiny with a strength score of 15 or higher, you do not suffer disadvantage on Attack rolls with heavy weapons so long as you wield it with two hands.
- When you are under the effects of the Dodge action while wielding a shield, you can provide three-quarters cover to creatures your size or smaller within 5 feet of you.
Well Rested
11th level Art of War feature
Your wisdom and experience gained from combat has granted you two additional technique slots.
Once per day, during a short or long rest, you and up to 7 other creatures gain the following benefits:
Prepared. For the next 8 hours, you make saving throws against area of effect spells and abilities with advantage. Your Hit Point maximum is increased by two rolls of your Hit Dice, and you gain the same number of Hit Points.
Dancer of the Scarred Fields
17th level Art of War feature
The memories burned into your body from battle has given you one additional technique slot. Your Tactics feature can now affect up to two creatures up to 60 feet away from you and your Help action can now aid up to 2 allies at once.
Art of Weaving
An otherwordly dancer that controls the fabrics of life and magic to manipulate and freely traverse the world around them. Gentle souls who can mend wounds, ethereal assassins who kill targets silently, or daredevils who recklessly traverse dungeons with spinning threads. Whatever their desire, they are a source of many unnerving tales that speak of forbidden magic that was meant to be lost to time.
Magical Weaving
3rd level Art of Weaving feature
You are familiar with the art of manipulating the observable world. You learn the Mage Hand and Message cantrips and gain proficiency in Weaver's Tools.
You've learned how to weave magic into armor or clothing. With 1 hour of light activity during a long rest, you can work on one piece of light or medium armor, gloves, or boots considered non-metal. For 24 hours, or until you choose a different object, the object gains a +1 bonus to a saving throw of your choice if it's armor, or a +1 bonus to attack rolls if it's gloves, or a 5 feet movement speed increase if its boots. An object can only have one imbued effect. A creature can only benefit from one of these imbued effects at a time.
The number of objects you can have imbued in this way is equal to your proficiency bonus.
Silver Threads
3rd level Art of Weaving feature
You are now capable of creating ethereal threads. When you begin a dance, shift dances, or as a bonus action while dancing, you can conjure a number of silver threads equal to your proficiency bonus. When you do so, choose an equal number of creatures that you can see within 30 feet of you to make a Charisma saving throw. A creature that trusts you can choose to fail the saving throw. A creature that fails the saving throw is considered attached to one of your conjured silver threads. A creature can only have one silver thread attached to it.
A creature attached to a thread is affected by one of your rehearsed dances of your choice. A thread remains attached until it is cut. If a creature attached to a thread is more than 30 feet away from you at the start of your turn, the thread is cut.
Your silver threads can appear as you so choose, can pass through solid objects when attached to a creature, and cannot be interacted with or cut by any creature other than you. However, your threads can be cut by a weapon or spell capable of dispelling magic, disintegrating creatures or objects, or destroying ethereal objects. You also always know the location of creatures attached to your threads.
Mystical Weaving
6th level Art of Weaving feature
Your magical weaving gains further potency and control. When you trigger your Avoidance feature, you can choose to pull yourself toward a target attached to one of your threads up to thrice your Avoidance feature's distance.
When a creature attached to your silver thread is hit with, or hits a creature with, an attack roll, you can use your reaction to yank on that creature granting it a bonus to its AC, or penalty to its attack roll, equal to your proficiency bonus against that attack roll, potentially causing the attack to miss. Doing so cuts the thread.
In addition, you can use your silver threads like a long magical rope that can hold up to 1,000 lbs times your dancer level. As an action, you can toss one end of it up to 120 feet away and attach it securely to the surface of an object. When used for climbing, the silver thread can be extended up to 300 feet. The thread grants advantage on checks made to climb it.
Silk Warrior
6th level Art of Weaving feature
You can now make a melee attack on creatures attached to your silver threads. Doing so cuts the thread.
Immediately after you take the Attack action on your turn, you can make one melee attack as a bonus action at a creature attached to your silver threads.
In addition, you can now use techniques and spells with a range of Touch or 5 feet on creatures attached to your silver threads. Doing so cuts the thread.
Ethereal Weaving
11th level Art of Weaving feature
Your silver threads will now stay attached to creatures out to a range of 60 feet. When you cut a thread from a creature, you can choose for it take an additionl 1d10 force damage or regain 1d10 Hit Points.
When you use your bonus action to make a melee attack at a creature attached to your silver threads, you can spend 1 grace point to make an additional melee attack at a different creature attached to your silver threads, or reattach a silver thread to that creature, with the same action.
True Weaving
17th level Art of Weaving feature
You can grant yourself truesight out to a range of 60 feet for 1 minute up to three times per long rest.
When you cut a thread, you can use your reaction to repeat that same action that cut the thread on that target. If said action has a resource cost, you must still pay it.
In addition, if cutting a thread from a creature reduces that creature's hit points to 30 or fewer, it must succeed on a Charisma saving throw, or it is banished.
If the target is native to a different plane of existence than the one you're on, the target disappears, returning to its home plane. If the target is native to the plane you're on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there for 10 minutes, at which point the target reappears in the space it left or in the nearest unoccupied space, if it is still alive.
Dancer Techniques
The following techniques are presented in three categories and alphabetical order. The categories are: Offensive, Supportive, and Adaptive. When you gain a level in your class, you can replace one technique you know with a different one.
You must meet a technique's prerequisites in order for you to learn it. You may only know one technique with the (unique) tag at any given time and do not require a technique slot to be learned.
Your technique's Spell save DC equals 8 + your proficiency bonus + your Charisma modifier (unless stated otherwise).
Offensive
Arcing Swipe
Prerequisite: Minimum of 15 Strength or Dexterity
When you make a melee attack, you spend 1 grace point to swing in a wide arc forcing each creature in a 15-foot cone to make a Dexterity saving throw against your Spell save DC. On a failed save, it takes two rolls of your melee attack's damage die, or half as much damage on a success.
Bladed Vortex
Prerequisite: 6th level dancer
As an action, you can spend 1 grace point to lash out in a flurry of strikes. Each creature within 10 feet of you must make a Dexterity saving throw. On a failed save, creatures take force damage equal to one roll of your Rhythm dice, or half as much on a success.
Colossal Smash
Prerequisites: 15th level and 19 Strength or higher (unique)
If you are wielding a melee weapon that deals bludgeoning damage, you can unleash a powerful assault of smashing strikes. As an action, you force any creature in a 15 foot cone to make a Constitution saving throw against your Spell save DC. On a failure, it takes damage equal to three rolls of your weapon damage, or half as much damage on a success. Creatures within 5 feet of you roll this save with disadvantage and are knocked prone on a failed save. You can repeat this action 2 more times during your turn. This damage is doubled against objects and structures.
You can use this technique up to two times, regaining expended uses on a long rest.
Crushing Blow
Prerequisite: 17th Strength or higher
When you hit a target with a two-handed weapon, you can spend 1 grace point to force the target to make a Constitution saving throw against your Spell save DC. On a failed save, the target takes force damage equal to one roll of its Hit Dice + its Constitution modifier, or half as much on a success. This technique can only be used once per turn.
Dual Strike
Prerequisite: 15th Dexterity or higher
While wielding a melee weapon in each hand, you can spend 1 grace point to strike with both weapons simultaneously as part of a single weapon attack. This technique can only be used once per turn.
Deadly Tempo
Prerequisite: 6th level dancer
While you are dancing, your weapon attacks with weapons that have the light or finesse property score a critical hit on a roll of 19 or 20.
Furious Strike
Prerequisites: 11th level and Minimum of 15 Strength and Dexterity
Immediately after you take the Attack action on your turn, you can spend 1 grace point to make one weapon or unarmed attack as a bonus action with advantage.
Impaling Thrust
Prerequisite: Minimum of 15 Strength or Dexterity
When you make a melee attack, you spend 1 grace point to thrust deftly forward in a 20-foot line that is 5-feet wide to a point you choose. Each creature in that line must make a Dexterity saving throw against your Spell save DC. On a failed save, it takes damage equal to two rolls of your melee attack's damage die, or half as much damage on a success.
Leg Sweep
Prerequisite: Minimum of 13 Strength or Dexterity
You can spend 1 grace point to take the Shove action as a bonus action on your turn.
Lethal Strike
Prerequisite: 6th level
When you hit a target with a weapon attack, you can spend 1 grace point to cause the target to suffer a lethal wound for 1 minute. The next time the target would regain hit points, it regains no hit points and instead takes damage equal to a roll of your weapon damage. The lethal wound is then healed.
Multi-shot
Prerequisites: 6th level and 15 Dexterity or higher
When you make a ranged attack with a weapon, you can spend 1 to 3 grace points to magically cause the attack to split into a mass volley. Each creature within a 30-foot cone must make a Dexterity saving throw against your Spell save DC. On a failed save, it takes damage equal to two rolls of that weapon's damage die for each grace point spent, or half as much damage on a success. This technique can only be used once per turn.
Pressure Point
Prerequisites: 6th level and 15 Dexterity or higher
When you hit a creature concentrating on a spell with an unarmed melee attack, you can spend 1 grace point to force it to make a Concentration saving throw against your Spell save DC. On a failed save, it loses concentration on its spell.
Rapid Fire
Prerequisites: 6th level and 15 Dexterity or higher
When you make a ranged attack with a weapon, you can spend 1 to 3 grace points to unleash a flurry of projectiles in a 40-foot line that is 5 feet wide to a point you choose. Each creature in that line must make a Dexterity saving throw against your Spell save DC, taking damage equal to two rolls of that weapon's damage die for each grace point spent, or half as much damage on a success. This technique can only be used once per turn.
Readied Ferocity
Prerequisites 6th level and 15 Dexterity or higher
When you take the Ready action to prepare a melee attack, you can attack twice when the readied action is triggered.
Rhythmic Strike
Prerequisite: 4th level dancer
When you hit a creature with a weapon or unarmed attack, you can spend 1 grace point to deal force damage to the target, in addition to the weapon's damage, equal to one roll of your Rhythm dice. This technique can only be used once per turn.
Shatter the Fabric
Prerequisite: 18th level dancer (unique)
As an action, you channel the purest form of your grace into a powerful area attack. Each creature you choose within 30 feet of you that you can see must succeed on a Dexterity saving throw. On a failed save, the target takes force damage equal to three rolls of your Rhythm die, or half as much on a success. For each creature that fails this save, you regain 2 grace points.
You can use this technique up to two times, regaining expended uses on a long rest.
Skyward Strike
Prerequisite: Minimum of 15 Strength or Dexterity
When you hit a Large or smaller creature with a melee attack, you can spend 1 grace point to force it to make a Strength saving throw against your Spell save DC. On a failure, the target is thrown at least 10 feet in any direction at a high enough speed to be considered falling from a great height.
Spinning Wheel Strike
Prerequisite: 3rd level dancer
As an action, you can spend 1 to 3 grace point to deal magical slashing damage equal to your Rhythm dice to all foes within 5 ft of you, expanding the radius of this technique by 5 feet for each grace point spent.
Sunder Defense
Prerequisite: Minimum of 17 Strength or Dexterity
When you score a critical hit on a creature with a weapon or unarmed attack, attack rolls against that creature gain a +2 bonus to its attack roll until the start of your next turn.
Swan Dance
Prerequisite: 15th level and 19 Dexterity or higher (unique)
If you are wielding a melee weapon that deals slashing damage, you can perform a graceful onslaught of strikes with that weapon. As an action, you force creatures within 10 feet of you to make Dexterity saving throw against your Spell save DC. On a failure, it takes damage equal to three rolls of your weapon damage, or half as much damage on a success. Until the end of your turn, you gain a flying speed equal to your walking speed and every 10 feet you move allows you to repeat this action, up to 2 more times.
You can use this technique up to two times, regaining expended uses on a long rest.
Trick Shot
Prerequisites: 5th level and 15 Dexterity or higher
Immediately after a creature misses you with an opportunity attack, you can use your reaction to make a ranged attack at that creature without disadvantage.
Valkyrian Fury
Prerequisites: 15th level and Minimum of 15 Strength and Dexterity (unique)
If you are wielding a melee weapon that deals piercing damage, you can perform a series of successive thrusts with that weapon. As an action, you can rush 20 feet in a straight line in any direction to an unoccupied space you can see causing each target you pass through to make a Dexterity saving throw. On a failure, it takes damage equal to three rolls of your weapon damage, or half as much on a success. You can repeat this action up to 2 more times on your turn.
You can use this technique up to two times, regaining expended uses on a long rest.
Supportive
Bladed Defense
Prerequisite: 3nd level dancer
You learn the Blade Ward cantrip. As a bonus action, you can spend 1 grace point to touch a creature and cast the Blade Ward cantrip on that creature.
Bubble Barrier
Prerequisite: 3rd level Art of Bewitching, Magi, Nymph, or Saint
When a creature within 30 feet of you takes damage, you can spend 1 grace point to use your reaction to create a protective magic bubble that reduces the damage taken by an amount equal to your Rhythm dice + Charisma modifier.
Cheer
Prerequisite: 2nd level dancer
As an action, you can grant a number of creatures equal to your proficiency bonus within 30 feet of you a bonus to their next attack damage roll equal to half one roll of your Rhythm dice + Charisma modifier until the start of your next turn.
You can use this technique a number of times equal to your Charisma modifier, regaining expended uses on a long rest.
Cleansing Grace
Prerequisite: 6th level dancer
You can spend 1 grace point to touch a creature and end either the blinded, deafened, or poisoned condition.
Determination
Prerequisite: 7th level dancer (unique)
Creatures affected by one of your dance effects are immune to being frightened. If a creature affected by one of your dance effects fails an Intelligence, Wisdom, or Charisma saving throw, it can use its reaction to reroll the d20, taking the second result.
Distract
Prerequisite: 2nd level dancer
When a creature makes an attack roll against another creature within 15 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll.
Encourage
Prerequisite: 7th level dancer (unique)
Creatures affected by one of your dance effects do not roll attacks and saving throws with disadvantage, and whenever it must make a saving throw, it gains a bonus to the saving throw equal to half your proficiency bonus.
Escape
Prerequisite: 2nd level dancer
You can expend a charge of Dance to grant yourself and six creatures you choose within 30 feet of you that you can see the ability to take the Dash and Disengage actions as bonus actions for the next minute.
Fascinate
Prerequisite: 3rd level dancer
While dancing, you can use an action to focus your magics on a creature within 20 feet of you that can see you, forcing it to make a Wisdom saving throw. On a failed save, the creature has disadvantage on attack rolls that target a creature other than you and it can't willingly move further than 20 feet away from you. The creature can repeat the save at the end of each of its turns or when it takes damage, ending this effect on a success. This effect ends early if your dance ends.
You can use this technique a number of times equal to your Charisma modifier, regaining expended uses on a long rest.
Focused Adrenaline
Prerequisite: Minimum of 15 Constitution or Wisdom
When an ally within 30 feet of you that you can see or hear is incapacitated or brought to 0 speed, you can use your reaction to gain advantage on all attacks and skill checks using Strength or Dexterity and your speed increases by 10 feet until the end of your next turn.
Hallow Nova
Prerequisite: 6th level Art of the Fury, Nymph, or Saint
As an action, you can spend 2 grace points to evoke a potent bead of light centered above you. During your turn, the bead will shed bright light up to 20 feet and dim light for another 20 feet. Any magical darkness caught in this bright light that was created by a spell or creature of CR equal to half your dancer level or lower is dispelled. This light is considered sunlight.
At the end of your turn, the bead explodes in a brilliant display. Each creature within a 20 foot radius sphere of this explosion must making a Constitution saving throw. On a failure, it is blinded until the end of its next turn.
If a creature within 5 feet of the explosion fails the save, it is also stunned until the end of its next turn.
Inspire
Prerequisite: 6th dancer
Your Help action now has a range of 15 feet. Your Help action now also grants the positive effect from one of your rehearsed dances (your choice), until the start of your next turn.
Leave No One Behind
Prerequisite: 3rd level dancer
You learn the Spare the Dying cantrip. When you cast Spare the Dying, you can spend 1 grace point to have the creature you touched regain 1 hit point and gain temporary hit points equal to one roll of your Rhythm dice. The creature can't regain hit points from this technique again until it finishes a long rest.
Motivation
Prerequisite: 3rd level dancer
When a creature gains one of your rehearsed dance effects, it can roll a d4 and add the number rolled to its next attack roll or saving throw before the end of its next turn.
Persistent Presence
Prerequisite: 9th level dancer
When a creature, other than yourself, would lose one of your rehearsed dance's effects, it instead retains that effect until the start of its next turn. A creature can still only be affected by one of your dance effects at a time.
Rally
Prerequisite: 3rd level dancer
When an ally starts its turn within 10 feet of you while you are dancing, it gains a number of temporary hit points equal to your Charisma modifier.
Saving Grace
Prerequisite: 5th level Art of the Dervish, Saint, or Weaving
When an ally within 30 feet of you that you can see is forced to make a saving throw against an area of effect spell or ability, you can use your reaction to grant them advantage on the saving throw as you pull them to an unoccupied space within 5 feet of you. This space cannot be over hazardous terrain, such as a cliff or trap.
You can use this technique thrice, regaining expended uses on a long rest.
Spirit Fire
Prerequisite: 5th level dancer
As an action, you conjure four fiery wisps that encircle a target within 30 feet of you for up to 1 minute. While at least 1 wisp persists, the target sheds bright light up to 10 feet and dim light for an additional 10 feet.
As a reaction to the target being damaged by a creature within 20 feet of it, you can deal radiant damage equal to one roll your Rhythm dice to the triggering creature, or cause the target the wisps encircle to regain hit points equal to your Rhythm dice.
This technique can only be used a number of times equal to your proficiency bonus, regaining expended uses on a long rest.
Sun Blossom
Prerequisite: 7th level dancer (unique)
When you are forced to make a saving throw against an area of effect spell or ability, you can use your reaction to create a temporary magic barrier to protect yourself and others. Upon doing so, each creature within 20 feet of you that you can see automatically succeeds on the saving throw.
You can use this technique twice, regaining expended uses on a long rest.
Touch of Grace
Prerequisite: 3rd Art of the Nymph, Saint, or Weaving
As an action, you can spend 1 grace point to touch a creature and restore a number of hit points equal to half one roll of your Rhythm dice + your Charisma modifier.
Adaptive
Acrobatic Guile
Prerequisite: 3rd level dancer
Moving through a creature's space does not cost you extra movement. If you move into a creature's space, you can use your reaction to take the Shove action against that creature.
Agile Evasion
Prerequisite: 6th level dancer
Your Avoidance feature can now also be used when an attack hits you. When you use your Avoidance feature, you can spend 1 grace point to reduce the damage you take by an amount equal to your Rhythm dice + your Dexterity modifier.
Alluring Touch
Prerequisite: 3rd level and 15 Charisma or higher
If you attempt to charm a creature that you are touching, you can add half your proficiency bonus to the DC of the charm against that creature.
Cat-like Reflexes
Prerequisite: 3rd level dancer
You gain proficiency in the Acrobatics skill and can use your reaction when you fall to reduce any falling damage you take by an amount equal to four times your dancer level.
Close Quarters Combat
Prerequisites: 3rd level
When you successfully perform the Overrun or Tumble action on a creature, you can spend 1 grace point to cause that creature to also be affected by the Disarm or Shove action.
Dance Recoup
Prerequisite: 3rd level dancer
You can forgo regaining grace points on a short rest to instead regain 1 charge of your Dance feature.
Dance Through the Danger
Prerequisite: 4th level dancer
While dancing, you make saving throws against area of effect spells and abilities with advantage.
Deceiver
Prerequisite: 3rd level and 15 Charisma or higher
When you make a Charisma (Deception) check, you can spend 1 grace point to add your Wisdom modifier to the roll. You have advantage against effects that attempt to read your thoughts and you can attempt Charisma (Deception) checks when under magical scrutiny.
Elusive Steps
Prerequisite: 2nd level dancer
You can spend 1 grace point to take the Dodge action when you begin a dance, shift dances, or as a bonus action on your turn.
Elegant Agility
Prerequisite: 2nd level dancer
You can take the Disengage or Dash action as a bonus action on your turn.
Encore
Prerequisite: 11th level dancer (unique)
As an action, you target one creature you can see within 30 feet of you and force them to make a Wisdom saving throw. On a failed save, that creature must repeat the same action it took on its previous turn. If the creature cannot repeat the action due to having no uses, charges, resources, or spell slots, their action is forfeited as it fails to recreate that action.
You can use this technique twice, regaining expended uses on a long rest.
Flexible Grapple
Prerequisite: 15 Dexterity or higher
While you have this technique learned, you can use your Dexterity (Acrobatics) when you attempt a grapple check, instead of Strength (Athletics). If you successfully grapple a creature that is your size or smaller, you can spend 1 Grace point to knock it prone as part of the same action.
Graceful Recovery
Prerequisite: 6th level dancer
As an action, you can expend 1 charge of your Dance feature to regain half of your maximum grace points.
Hypersensitive
Prerequisites: 11th level and 19 Dexterity or higher
When you make an attack roll, saving throw, or ability check as part of, or do to, a reaction, you do so with advantage.
Martial Rhythm
Prerequisite: 2nd level dancer
If you roll your Rhythm dice while wielding no weapons, you can add one d4 to the roll.
Meditation
Prerequisite: 6th level dancer
You now gain bonus grace points beyond the maximum equal to your Wisdom modifier.
Physical Remedy
Prerequisite: Minimum of 13 Wisdom or 13 Charisma
Whenever you roll a Hit Dice to regain hit points, you may also regain hit points equal to your Strength or Dexterity modifier, your choice.
Shield Block
Prerequisite: 3rd level and Minimum of 15 Strength or Dexterity
While you are wielding a shield, you can use your reaction to block incoming damage that you take from a melee and ranged attack. When you do so, the damage you take from the attack is reduced by your Hit Dice + your Strength or Dexterity modifier (your choice) + twice your proficiency bonus.
Spell Reflect
Prerequisite: 15th level dancer (unique)
When you are the target of a spell that targets only you, you can use your reaction to make a Charisma check. The DC equals 10 + the spell's level. On a success, you instead reflect that spell back at its original caster using either your spell modifier for its effects, or the original caster's, whichever is higher.
You can use this technique twice, regaining expended uses on a long rest.
Lethargic Strike
Prerequisites: 9th level and 15 Strength or higher
If you hit a target with a melee attack, you can spend 1 grace point to make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, the target loses one use of their Extra Attack or Multiattack feature until the end of their next turn. This effect does not stack.
Mystical Performance
Prerequisite: 13 Charisma or higher
While you are dancing, you can cast spells that require a verbal component with a somatic component instead, and you can cast spells that require a somatic component with your spellcasting focus or musical instrument.
Nimble
Prerequisite: 3rd level
You can now use your Dexterity instead of Strength when determining how far you can jump, and can make Dexterity (Acrobatics) checks when climbing or swimming.
In addition, your base jump distance is increased by 5 feet.
Quick Move
Prerequisite: 2nd level dancer
You can now spend 1 grace point to use your Avoidance feature as a bonus action.
Poise
Prerequisite: 3rd level dancer
While dancing, you have advantage against effects that try to knock you prone, push or pull you, or alter your speed.
Repertoire
Prerequisite: 3rd level dancer
You can rehearse 1 additional dance and gain 2 additional Dance charges.
Sneak
Prerequisite: 2nd level dancer
You gain proficiency in the Stealth skill and can now take the Hide action as a bonus action.
Staggering Parry
Prerequisites: 9th level and 15 Dexterity or higher
When a creature misses you with a melee attack, you can use your reaction to spend 1 grace point and make a Dexterity (Acrobatics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, the target loses one use of their Extra Attack or Multiattack feature until the end of their next turn. This effect does not stack.
Stance Dancer
Prerequisite: 15th level dancer (unique)
Your Avoidance and Resolute Focus features can now trigger when you begin a dance and shift dances.
Treasure Seeker
Prerequisite: 9th level Art of Adventure, Dervish, Nymph, or War
While holding an object that originates from a location you wish to find, you can forgo the benefits of a short rest to instead meditate upon the object for 30 minutes. While meditating you mentally soar through the sky toward the destination you seek, taking in the landscape and any specific details you can, until you know how far your destination is and in what direction it lies. The details gathered through this mental journey is clear enough to be remembered precisely and made into a map.
If the destination is a different plane of existence, you simply see a dream-like vision of that plane, but no specific details nor direction to the destination.
You can perform this technique once per long rest.
New Feats
Listed below is a quick list of new feats that can be introduced into the game if the DM allows feats.
Dance Adept
Prerequisite: Minimum of 13 Dexterity and Charisma
Your practice in the arts of performing dance and music has granted you the following benefits:
- Increase your Dexterity or Charisma score by 1, to a maximum of 20.
- You gain proficiency in the Acrobatics or Performance skill, your choice.
- You gain 2 uses of the Dance feature and learn a dance of your choice from among those found in the dancer class. This dance is considered rehearsed (prepared) and your maximum amount of dances you can have rehearsed is increased by 1. Refer to the rules of Dance which are found in the dancer class to learn how to use a rehearsed dance.
Essence Devourer
Prerequisite: 4th level dancer or monk
You have gained discipline in the art of life essence, allowing you to gain strength from the demise of your foes.
Whenever a creature of CR 1/2 or higher that you can see dies within 60 feet of you, you may roll a d20. On a roll of 11 or higher, you can see the creature's life essence spawn above its body for 1 minute in the form of a small mote of light.
As an action, you can touch the life essence to absorb it and regain 1 grace or 2 ki points, and regain an amount of Hit Points equal to 1d8 + your Constitution modifier. If the roll was a 19 or 20, the life essence spawned will also permanently increase your Hit Point maximum by 2 when absorbed, up to an increase of 30 to your Hit Point maximum.
Magus Warrior
Prerequisite: dancer or monk
You learn two cantrips of your choice that are from the sorcerer or wizard spell list.
Your spellcasting ability for these spells is either Wisdom or Charisma, your choice. Each time you gain a class level, you may replace one cantrip you have learned with a different cantrip from the sorcerer or wizard spell list.
In addition, once per turn, when you roll a critical hit on an attack roll, you regain 1 grace point or 2 ki points, your choice.
Technical Disciple
Prerequisite: 4th level
You have special training that allows you to perform unique combat techniques. You gain the following benefits:
- You gain 2 technique slots. You can use a technique slot to learn a technique of your choice from among those available in the dancer class. Refer to the rules of Techniques which are found in the dancer class to learn how to use techniques.
- You gain 2 grace points and your grace point maximum is increased by 2. These grace points are used to fuel your techniques. You regain your expended grace points when you finish a short or long rest.
- Your technique's Spell save DC equals 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice).
War Cry
Prerequisite: 4th level and Minimum of 15 Strength and Constitution
You can now channel the unbridled power of your voice to let loose inspiring or fearsome war cries. You gain the following benefits:
- Increase your Constitution or Charisma score by 1, to a maximum of 20.
- You gain proficiency in the Intimidation or Performance skills, your choice.
- You gain 1 use of Dance and learn a dance of your choice from among those found in the dancer class. This dance is considered rehearsed (prepared) and your maximum amount of dances you can have rehearsed is increased by 1. Refer to the rules of Dance which are found in the dancer class to learn how to use a rehearsed dance.
- You can now expend a charge of Dance to unleash a War Cry, which allows you to choose a number of creatures equal to your proficiency bonus within 30 feet of you that can hear you to gain the positive or negative effect of the dance (your choice) until the start of your next turn.
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..
Created by utternonsense123 (Irosia)
Artist Credits:
Cover Art - Dancer - Rongrong Wang ---------- Page 2 - Allure - Michael C. Hayes -------------- Page 3 - Dancing Girl - Bin X --------------------- Page 7 - 铁处女02 (Legends of the Cryptids) - XiaoGuang Sun ---------------------------------------- Page 8 - Beauty and the Beast - Nick Eremeico Page 9 - Princess of Ghouls (Legends of the Cryptids) - Livia Prima ------------------------------- Page 10 - Swiftblade - Ae-rie ---------------------- Page 12 - 铁处女02 - Crow God ----------------- Page 13 - DeathDragon Anubis - Stu Harrington Page 14 - Dancer - Mobius FF (Square Enix) -- Page 15 - MANA - Young June Choi GPZANG Page 16 - Rain Dancer - BeaGifted -------------- Page 17 - Lady Witch, Dark Knight - Kekai Kotaki Page 18 - 军团的年轻军官 - Xin Jin ------------- Page 19 - Destiny Spinner - Livia Prima -------- Page 20 - 侠 - Bohan .Z ----------------------------- Page 24 - Niobe(Stranger Comic) - Hyoung Taek Nam ------------------------------------------------------- Page 25 - 飞天乐舞 - Tea Me ---------------------- Back Cover - ff14 队友 - U See