Dancer

by SwordMeow

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Dancer
Level Proficiency
Bonus
Features Dancer's
Movement
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Twinned Defense, Spellcasting 2
2nd +2 Dancer's Movement, Dancing Style +5 ft. 3
3rd +2 Weave and Flow +5 ft. 4 2
4th +2 Ability Score improvement +5 ft. 4 3
5th +3 +5 ft. 4 3 2
6th +3 Dancing Style feature +10 ft. 4 3 3
7th +3 +10 ft. 4 3 3 1
8th +3 Ability Score improvement,
Weave and Flow improvement
+10 ft. 4 3 3 2
9th +4 +10 ft. 4 3 3 3 1
10th +4 Dancing Style feature +10 ft. 4 3 3 3 2
11th +4 +10 ft. 4 3 3 3 2 1
12th +4 Ability Score improvement +15 ft. 4 3 3 3 2 1
13th +5 +15 ft. 4 3 3 3 2 1 1
14th +5 The Moment +15 ft. 4 3 3 3 2 1 1
15th +5 +15 ft. 4 3 3 3 2 1 1 1
16th +5 Ability Score improvement +20 ft. 4 3 3 3 2 1 1 1
17th +6 +20 ft. 4 3 3 3 2 1 1 1 1
18th +6 Dance Commander,
Weave and Flow improvement
+20 ft. 4 3 3 3 3 1 1 1 1
19th +6 Ability Score improvement +20 ft. 4 3 3 3 3 2 1 1 1
20th +6 Dancing Style feature,
The Moment improvement
+20 ft. 4 3 3 3 3 2 2 1 1

Class Features

As a dancer, you gain the following class features.

Hit Points

Hit Dice: 1d6 per dancer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
    modifier per dancer level after 1st

Proficiencies

Armor: None
Weapons: Finesse weapons
Tools: One artisan's tool of your choice

Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Arcana, Deception,
    Performance, Sleight of Hand, and Stealth


Equipment

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

  • (a) two shortswords or (b) two daggers
  • (a) a scholar's pack or (b) a dungeoneer's pack
  • (a) glassblower's or (b) any other artisan's tool

Twinned Defense

Beginning at 1st level, while you are wearing no armor, your AC equals your Dexterity score.

While holding a finesse weapon in each hand, you can use them as a shield.

Spellcasting

You have learned to hone the edge of magic off of the fine end of a blade. Your precision brings you supernatural power.

Cantrips

At 1st level, you can prepare cantrips that are available for you to cast, choosing from the dancer spell list. You can prepare a number of dancer cantrips equal to your Dexterity modifier.

You can change your prepared cantrips when you finish a long rest.

Preparing and Casting Spells

The Dancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of dancer spells that are available for you to cast, choosing from the dancer spell list. When you do so, choose a number of dancer spells equal to your Dexterity modifier + your dancer level (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest.

Spellcasting Ability

Dexterity is your spellcasting ability for your dancer spells. The power of your spells comes from your precision moving through reality, creating supernatural effects. You use your Dexterity whenever a dancer spell refers to your spellcasting ability. In addition, you use your Dexterity modifier when setting the saving throw DC for a dancer spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Dexterity modifier

Spell attack modifier = your proficiency bonus +

your Dexterity modifier

Spellcasting Focus

You can use a finesse weapon as a spellcasting focus for your Dancer spells.

Dancer's Movement

Starting at 2nd level, you don't draw attacks of opportunity from creatures unless you start your turn next to them. Additionally, your speed increases by 5 feet while you are not wearing armor. This bonuses increases when you reach certain levels, as shown on the Dancer table.

Dancing Style

At 2nd level, you choose to express your dance in one of a few styles: Dance of Iron or Dance of Glass, both detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 20th level.

Weave and Flow

At 3rd level, you learn to hone the supernatural and steel. You can enter weave and flow at the start of your turn. While in the weave and flow you gain the following benefits:

  • You can attune to melee magic weapons as a bonus action.
  • Your melee attacks score a critical hit on a roll of 19-20.
  • If you move completely around a creature, your next melee spell attack against it has advantage. You can move around it diagonally, normally taking 20 speed for a Medium creature.

The weave and flow lasts for 1 round, until the end of your next turn. You have a number of uses of Weave and Flow equal to your Dexterity modifier. You regain them when you finish a long rest.

At 8th level as a dancer, you regain these uses when you finish a short or long rest.

At 18th level as a dancer, your melee attacks score a critical hit on a roll of 18-20 while in the weave and flow.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

The Moment

At 14th level, you learn to grasp the might of a great combatant. When you enter the weave and flow, you can seize the moment. Until the end of your next turn, you add +5 to your melee attack rolls and AC.

Once you seize the moment, you can't do so again until you finish a short or long rest.

When you reach 20th level, your moment bonus increases from +5 to +10.

Dance Commander

Beginning at 18th level, you master the fluidity of motion and can take it from others. When you score a critical hit with a melee attack, you can reduce its movement speed to 0 and add its movement speed to yours this turn. The creature must make a Dexterity saving throw against your spell save DC or be incapacitated until the end of its next turn.

Dancing Style

Different dancers move in different genres and ways of being, approaching precision of reality with their own style. Choose one of these styles for your character.

Dance of Glass

You carry a sacred tradition, taught in scarce few communities with scarcer masters. You continue the ancient practice of glass weapons to the era of the day, knowing that any weapon - no matter how magical - can always be sharpened.

Step on the Edge

Starting at 2nd level, when you hit a creature with a glassed weapon, you can give up any amount of your movespeed to reduce the target's by an equal amount on their next turn.

When you deal damage with a glassed weapon, you can give up any amount of your movespeed to add damage to the roll. You add 1 damage for every 5 feet of movespeed you give up. You can't add more damage than your Dancer level.

Whet the Blade

Also at 2nd level, you can make spell attacks using your spellcasting ability instead of making weapon attacks with any glassed weapon you wield. When you do, the damage you deal with the weapons becomes magical.

Additionally, you gain proficiency with glassblower's tools, and can glass a single weapon or ten pieces of ammunition for 10 gp worth of materials.

Glassed Weapons
You can glass a single weapon or ten pieces of ammunition for 10 gp. Glassed weapons break on a roll of 1 on the d20 for the attack, but you can reroll the first 1 you roll for an attack and must use the new roll. Only Dancers of Glass have proficiency in glassed versions of weapons.

Glide the Blade

At 6th level, you can attack with a glassed weapon as an object interaction if you hit with a melee spell attack on your turn.

Additionally, if you create a weapon with a spell, you can create a glassed version of it instead.

Step of the Mind

At 10th level, you can add your Dexterity modifier to Intelligence, Wisdom, and Charisma saving throws you make.

Graceful Movement

Beginning at 20th level, you can give up 40 movement speed on your turn to make a melee weapon attack. Each additional time you do this on your turn, the attack takes an additional 20 movement speed. Additionally, you can Dash as a bonus action.

Dance of Iron

You modernize the dancer to the soldier. A dancer of battle and physical might to match agility. With supreme physical-magical forces at your command, all will fall before you.

Step on the Mark

Starting at 2nd level, when you hit a creature with a two-handed weapon, you can give up any amount of your movespeed to push the creature back by half the amount.

When you take damage, you can give up any amount of your movespeed to reduce the damage you take as a reaction. You reduce 1 damage for every 5 feet of movespeed you give up + your Strength modifier. You can't reduce more damage than your Dancer level + your Strength modifier.

Train the Blade

Also at 2nd level, you gain proficiency with simple and martial weapons. While you are holding a two-handed weapon, you can use it as a shield. You can use a two-handed weapon as a spellcasting focus for your Dancer spells.

Counter the Blade

At 6th level, if you reduce damage with Step on the Mark from a creature within range of your two-handed weapon, you can attack the creature as part of the same reaction.

Step of the Body

At 10th level, you can add your Dexterity modifier to Strength and Constitution saving throws you make.

Immovable Force

Beginning at 20th level, you can't be grappled or moved against your will, and your hitpoint maximum increases by 100.

Dancer Spells

Below is the spell list for you to choose your dancer spells from. A spell marked with * is contained in this document, and a spell marked with + is contained in meow magic.

Cantrips (0 Level)
  • Action Image+
  • Blade Ward
  • Booming Blade
  • Cape in the Wind+
  • Empathic Image+
  • Font of Knives*
  • Gloves of Ember+
  • Green-Flame Blade
  • Hairstyle+
  • Holdingchain+
  • Light
  • Lightning Lure
  • Mending
  • Pen+
  • Pocketswap+
  • Shocking Grasp
  • Sword Burst
  • Santa Claws+
  • Spellglobe+
  • Thundersnap+
1st Level
  • Absorb Elements
  • Bane
  • Compelled Duel
  • Detect Magic
  • Doubleblade+
  • Expeditious Retreat
  • Faerie Fire
  • Form of Wind+
  • Graceful Bash*
  • Inflict Wounds
  • Lion's Maw+
  • Magic Missile
  • Magic Muscle+
  • Majozi+
  • Mark the Spot+
  • Shield
  • Shock Guard+
  • Smoke of the Pine+
  • Spiritual Weapon
  • Wayfaring Stranger+
  • Zephyr Strike
2nd Level
  • Cloud of Daggers
  • Dust Devil
  • Fist of Justice+
  • Flame Blade
  • Glasswings+
  • Glorious Charge+
  • Gust of Wind
  • Hold Person
  • Invisibility
  • Magic Weapon
  • Mantis Knight Blade+
  • Mirror Image
  • Misty Step
  • Old Town Road+
  • Opposing Force+
  • Pass Without Trace
  • Shade+
  • Shadow Blade
  • Stand and Deliver+
  • Warding Wind
3rd Level
  • Aetherthread+
  • All that Glitters+
  • Blink
  • Circle the Drain+
  • Cold Iron Strike+
  • Crusader's Mantle
  • Cyan Halo+
  • Dispel Magic
  • Elemental Weapon
  • Feign Death
  • Fly
  • Glass Ring+
  • Haste
  • Pumped Up Kicks+
  • Rose Gate+
  • Slow
  • Spiteful Swing+
  • Sword of Damocles+
  • Thorns of a Rose+
  • Thunder Step
  • Tyrannosaurus Bite+
  • Vampiric Touch
4th Level
  • Balor's Onslaught+
  • Banishment
  • Burning Wheel+
  • Death Ward
  • Dimension Door
  • Eolian Blow+
  • Five-Finger Stillwind*
  • Freedom of Movement
  • Glass Strike*
  • Grasping Vine
  • Mirror of Mage+
  • Misty Walk+
  • North Wind+
  • Pierce the Veil*
  • Popsicles in Summer+
  • Spellcrush+
5th Level
  • Animate Objects
  • Awaken
  • Black Hole+
  • Blink of Gravity+
  • Cone of Cold
  • Control Winds
  • Destructive Wave
  • Deva's Mace+
  • Dogmatic Edict+
  • Dominate Person
  • Echoes of You+
  • Far Step
  • Great Bronze Blade*
  • Holy Weapon
  • Iron Whirlwind+
  • Maelstrom
  • Steel Wind Strike
  • Synaptic Static
  • Teleportation Circle
  • True Absorb Elements+
  • True Shield+
6th Level
  • Adamantize+
  • Blade Barrier
  • Chronostep+
  • Eyes of Six+
  • Fallen Angel's Touch+
  • Find the Path
  • Glaciers+
  • Globe of Invulnerability
  • Harm
  • Magic Jar
  • One Last Blow+
  • Rashni's Iron Judgement+
7th Level
  • Banner of Liberation+
  • Conjure Invisible Stalker+
  • Crown of Stars
  • Eolian Gale+
  • Etherealness
  • Forcecage
  • Maegis+
  • Reach of the Astral Dreadnought+
  • Teleport
  • Whirlwind
8th Level
  • Antimagic Field
  • Black Hole Hand*
  • Control Weather
  • Earthquake
  • Power Word Stun
9th Level
  • Aurora Occidens+
  • Blade of Disaster
  • Foresight
  • Line of Unreality+
  • Perfect Slice*
  • Power Word Kill
  • Time Stop

Font of Knives

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S
  • Duration: Instantaneous

You conjure ethereal knives. Make two melee spell attacks against a creature within range. On a hit, the target takes 1d6 force damage.

This spell’s damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th.

Graceful Bash

1st-level evocation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (a shield)
  • Duration: Instantaneous

You use your shield to make a graceful bash against at target within range. Make a melee spell attack. On a hit the target takes 2d12 force damage and is pushed back 5 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 and the target is pushed back another 5 feet for each slot level above 1st.

Glass Strike

4th-level evocation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (a weapon)
  • Duration: Instantaneous

You use your weapon to channel an impossibly thin blade of glass against a foe. Make a melee spell attack against a target within range. On a hit you deal 30 force damage, or half as much damage on a miss. If you score a critical hit with this attack, the damage is doubled.

A creature reduced to 0 hitpoints with this spell is slain, cut into a hundred pieces instantly.

Five-Finger Stillwind

4th-level conjuration


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S
  • Duration: Instantaneous

You stop the whirling inside a foe. Make a melee spell attack against a target within range with an empty hand. On a hit, the target is incapacitated until the end of its next turn.

On a miss, the target can take an action or bonus action on its turn, but not both.

Pierce the Veil

4th-level evocation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (a weapon)
  • Duration: Instantaneous

You attack a healer with ferocity. Make a melee spell attack against a target within range, using your weapon. On a hit you deal 9d6 force damage, and if the target has a feature that can cause another creature to regain hitpoints, it can't use any such feature to cause that until the end of its next turn.

A creature reduced to 0 hitpoints with this spell is slain, flesh turning to dust leaves only the skeletal remains behind.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 5th.

Great Bronze Blade

5th-level conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You draw the great bronze blade from the ancient past. Until the spell ends, you can use an action to make melee spell attacks with it. It has a reach of 15 feet and deals 4d6+10 slashing damage on a hit or half as much on a miss.

If you score a critical hit with this weapon, you can make another attack with it as part of the same action.

Black Hole Hand

8th-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a black hole in an empty hand. The black hole is a weapon. Until the spell ends, you can use an action to make melee spell attacks with it. It deals 12d6 force damage on a hit or half as much on a miss. The black hole distorts time, and you can attack again with the black hole as a bonus action against a different target than you attack as an action.

A creature reduced to 0 hitpoints with this spell is swallowed into the black hole. While under the effects of this spell, you can take turns during any time stop spell.

Perfect Slice

9th-level evocation


  • Casting Time: 1 action
  • Range: Sight
  • Components: V, S, M (a weapon)
  • Duration: Instantaneous

You prepare a weapon and make a perfect attack with it. Make one melee spell attack, rolled against all creatures of your choice you can see. You automatically hit all targets and deal 1d100 force damage, which cannot be reduced in any way.

 

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