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Dancer 5e

A dancer's purpose can range from using dance for combat maneuvers and distractions to storytelling. Dancers are swift, coordinated, and have great stamina. They develop a personal touch to their dancing that cannot be taught. The Dancer class gains benefits from their Signature Dance like advantage on Dexterity checks to avoid grapples and Dexterity saving throws. Their attacks and allies' attacks within 15 feet deal extra damage while dancing. Dancers seek adventure to perform for new audiences and gain experience.

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100% found this document useful (6 votes)
2K views23 pages

Dancer 5e

A dancer's purpose can range from using dance for combat maneuvers and distractions to storytelling. Dancers are swift, coordinated, and have great stamina. They develop a personal touch to their dancing that cannot be taught. The Dancer class gains benefits from their Signature Dance like advantage on Dexterity checks to avoid grapples and Dexterity saving throws. Their attacks and allies' attacks within 15 feet deal extra damage while dancing. Dancers seek adventure to perform for new audiences and gain experience.

Uploaded by

Sr. Orthus
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Dancer

1
H
Dancer
umming to herself to remember the first A dancer always has a reason as to why they dance. This
few steps and her line, a young elf purpose guides them in life. Whether you were simply the
wearing a regal tutu takes to the stage to best dancer at your local tavern, or whether you grew up
perform for her recital. Her dance is with formal training. Without joy, there is no spring in your
accompanied by wind helping her leap, step.
fire acting as her spotlight and lightning Why do you dance? Is it a hobby you have excelled at?
adding the trusty razzle dazzle to her Or does it mean something deeper to you? Maybe you
spinning. grew up in a culture that valued dancing, maybe it was
Mesmerizingly twirling and whirling with ribbons and something that brought comfort in times of sadness. Or
colorful cloth, a half elf brings life to the tavern alongside a perhaps you have ambition of rising through social circles,
good song. Unfortunately for the crowd, he’s robbing them and balls and other such parties are your ticket to success.
blind, cutting purses with an expertly hidden dagger up his
sleeve. His fellow dancers are juggling swords and
performing mock combat to help keep eyes off him.
Quick Build
Hurriedly, many small children find their seats in the You can make a dancer quickly by following these
town square, a traveling troupe is in town. Out comes a suggestions. First, Charisma should be your highest ability
gnome and the story begins. Through the dance, the tale score, followed by Dexterity, followed by Constitution.
of the Great Ginevra the Good is told, behind stage, other Second, choose the entertainer background.
dancers conjure up the scenery to enhance the
performance.
Regardless of what kind of dance, movement unites
these individuals as their performance aids them in their
walk of life. A dancer is swift, coordinated and full of
stamina, they dance for many different reasons that can
range from hand to hand combat, to deception and
distractions, to commanding the elements, to storytelling
and anything in between.

Tempo and Stamina


Anyone can dance, and dancers are a welcoming sort
usually, to spot the best of the best, one need look closer,
dancers who work day after day to improve the fluidity in
their rhythm, these individuals develop a personal touch
to their dance that cannot be taught. There is nothing like
the thrill of a dance.
Dancers bring flexibility to the table, they are quick on a
dime in battle, navigating through the fray with excellent
dodging capabilities. Dancers are specialists in using their
momentum to swing the fight in their favor, supporting
allies and hindering foes while flying through the
battlefield through precise steps.

Seeking Adventure
Depending on the type of dancer, there are many reasons
to explore cursed tombs, loot legendary treasures, visit
wondrous cities, and observe strange creatures.
Wanderlust is a feeling known to almost all dancers,
something in them tells them they aren’t destined to stay
where they are and dance to merely the local tune.
A dancer with adventure under their belt can brag about
it at the annual dance-off or joke about how their sure
footing saved their clumsy companion. They tend to be of
the chaotic sort, favoring personal freedom, living life
carefree and without inhibitions. After all, what is the
purpose of performing if there’s no one around to see it?

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

Class Features Performance Zeal


As a Dancer, you gain the following class features Your love for your craft manifests in your personality, you
gain proficiency in Performance.
Hit Points
Hit Dice: 1d8 per Dancer level Signature Dance
Hit Points at 1st Level: 8 + your Constitution modifier
You have worked on a signature dance that you can
Hit Points at Higher Levels: 1d8 (or 5) + your
perform so long as you are not wearing armor or wielding
Constitution modifier per Dancer level after 1st
a shield. You can use a bonus action to commence the
Proficiencies Signature Dance. It ends early if you are knocked
Armor: None unconscious or incapacitated. You can also end your
Weapons: Simple weapons Signature Dance on your turn as a bonus action.
Tools: A musical instrument that can be played while While dancing, you gain the following benefits:
dancing, disguise kit
You have advantage on Dexterity checks when
Saving Throws: Dexterity, Charisma
attempting to avoid a grapple.
Skills: Choose two from Acrobatics, Athletics, Deception,
You have advantage on Dexterity saving throws.
Perception, Persuasion, Sleight of hand, and Stealth
Your attacks as well as allies' attacks within 15 feet of
Equipment you deal additional damage equal to half your Dancer
You start with the following equipment, in addition to the level (rounded up) on the first hit of that turn. This
equipment granted by your background: bonus applies to damage dealt by an attack roll.

A simple weapon If you are able to cast Spells, you can't cast them or
(a) an entertainer's pack or (b) an explorer's pack concentrate on them while dancing. Your dance lasts for 1
A musical instrument (such as a tambourine or minute. You can use this feature a number of times equal
maracas) to your proficiency bonus, and you regain all expended
A disguise kit uses of it when you finish a long rest.

3
The range of your Signature Dance increases to 30 feet at
9th level. Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and
Unarmored Defense 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your
Beginning at 1st level, while you are wearing no armor and
choice by 1. As normal, you can’t increase an ability score
not wielding a shield, your AC equals 10 + your Dexterity
above 20 using this feature.
modifier + your Charisma modifier, as the power of your
Using the optional feats rule, you can forgo taking this
presence causes hesitation.
feature to take a feat of your choice instead.
Dance Steps
Uncanny Dodge
Starting at level 2, you have practiced certain step patterns
Starting at 5th level, when an attacker that you can see hits
that compliment your dancing. These steps are fueled by
you with an attack, you can use your reaction to halve the
special dice called rhythm dice.
attack’s damage against you.
Rhythm Dice: You have three rhythm dice, which are
d8s. A rhythm die is expended when you use it. You regain
all of your expended rhythm dice when you finish a short Fast Movement
or long rest. Starting at 5th level, your speed increases by 10 feet while
You gain another rhythm die at 5th level, one at 9th level you aren't wearing Heavy Armor.
and one more at 15th level.
Saving Throws: Some of your steps require your target Gracefulness
to make a saving throw to resist the step’s effects. The
saving throw DC is calculated as follows: At level 7, you have learned how to best keep your footing
Step save DC = 8 + your proficiency bonus + your in any situation. You have advantage on ability checks and
Charisma modifier saving throws to avoid being knocked prone, and if you are
You learn two steps of your choice, selecting from those knocked prone, you can use your reaction to immediately
available to all Dancers or to your Dance Style, which are stand up.
detailed under “Dance Steps". Many steps enhance an
attack in some way. You can use only one step per attack. Evasion
You learn additional steps of your choice as you gain
dancer levels according to the Dancer table. Each time you Beginning at 9th level, you can nimbly dodge out of the
learn a new step, you can also replace one step you know way of certain area effects, such as an ancient white
with a different one. dragon’s icy breath or a Fireball spell. When you are
If you activate Signature Dance, you can use a Dance subjected to an effect that allows you to make a Dexterity
Step that requires a bonus action as part of the same saving throw to take only half damage, you instead take no
bonus action. damage if you succeed on the saving throw, and only half
damage if you fail.
Rhythmic Momentum
Improved Rhythm Dice
Beginning at 2nd level, you gain the following benefits
while you are unarmed and you aren't wearing armor or At 11th level, your rhythm dice turn into d10s. At 17th
wielding a Shield. level, they turn into d12s.

You can use Dexterity instead of Strength for the Attack Life of the Party
and Damage Rolls of your unarmed strikes and weapon
attacks made with Simple weapons. At 13th level, your joy for your passion has increased to
You can roll a d4 in place of the normal damage of your the point that other creatures cannot help but be
unarmed strike. enthused.
During your Signature Dance, as an action you can
Dance Style choose one creature that you can see within range. The
target begins a comic dance in place: shuffling, tapping its
At 3rd level, you dedicate yourself to a dance style of your feet, and capering for 1 minute. Creatures that can't be
choice. You can find these options below. Your choice charmed are immune to this ability.
grants you features at 3rd level, and again at 6th, 10th, and A dancing creature must use all its movement to dance
14th level. without leaving its space and has disadvantage on
Dexterity saving throws and attack rolls. While the target is
Expertise affected by this ability, other creatures have advantage on
attack rolls against it. As an action, a dancing creature can
At 3rd level, choose two of your skill proficiencies. Your make a Wisdom saving throw to regain control of itself. On
proficiency bonus is doubled for any ability check you a successful save, the effect ends.
make that uses either of the chosen proficiencies.
You must complete a long rest before you can use this
feature again.

4
Persistent Performer Dance Style
Starting at 15th level, when you roll initiative and have no Your choice of dance style reflects the reasons why you
rhythm dice remaining, you regain 3 rhythm dice. began to dance. Beginning to dedicate yourself to a certain
style will help you carve out a niche you can make your
True Dedication own as you reach 3rd level. This does not mean you can
now only dance a certain way, but you will endeavor to
At 18th level, your dedication to the art of dancing has
master the dance you have chosen until it is truly yours.
become so potent that whenever you expend one or more
rhythm die/dice for a Dance Step, you can maximize one of
those dice rolls.
Dance of the Thrillseeker
These dancers live for the thrill of adventure, improvement
Master Dancer through adversity is what structures their training.
Incorporating movements accomplished in the heat of the
At 20th level, you have mastered the art of dancing and
moment into their Signature Dance, Thrillseekers will
achieved peak performance perfection. Your Charisma
sidestep danger, leap over obstacles, and forgo weapons
and Dexterity scores increase by 4. Your maximum for
to allow for more flexible movement. Thanks to their
those scores is now 24. Additionally, you can use your
agility and resilience, they are always two steps ahead.
Signature Dance an unlimited amount of times.
Extra Training
At 3rd level, due to taking the extra step to exceed your
limitations, you learn 2 additional Dance Steps. You also
gain proficiency in the Athletics skill.

Improved Recovery
Starting at 3rd level, whenever you roll a 1 or a 2 on Hit
Dice, you can reroll the die and must use the new roll,
even if the new roll is a 1 or a 2.

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

Inner Beat
Starting at 10th level, your inner beat is so trained that
your Signature Dance ends early only if you fall
unconscious or if you choose to end it. Additionally, you do
not have disadvantage on melee attacks when you are
prone.

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

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

5
Dance of Celestial Veneration Divine Safeguard
At 6th level, your optimistic nature and belief that light can
These dancers worship angelic beings and the Upper always be found even in the darkest moment has granted
Planes, they can worship deities such as Elistraee who you insight into the protective abilities of holy beings.
sponsor performative art, but normally they will take When you commence your Signature Dance, you gain an
inspiration from all celestial beings of good nature. With additional benefit: Allies within 5 feet of a Reflection gain a
solemn subtle movements and sudden arcs and twirls, +1 bonus to AC and Saving Throws.
Veneration dancers are blessed with divine energy as they
praise and dance together in temples. Curative Wonder
At 10th level, your fervent dedication to divinity grants you
Devoted Worshipper an additional gift. You can spend an action to cast Greater
At 3rd level, you learn Celestial so that you may Restoration. You must complete a long rest before you can
understand the wonderous words of the ones found in the use this ability again.
heavenly skies.
Additionally, your closeness to celestial power grants Exalted Form
you immunity to disease. Starting at 14th level, you have been rewarded for your
patience and obtained a fragment of divinity from within
Fractal Radiance yourself. As an action you can transcend your physical
At level 3, your inner energy manifests as glowing form for the duration of your Signature Dance and gain
Reflection of yourself. the following benefits:
When you activate your Signature Dance, you can create
one Reflection of yourself as a part of the same bonus Bright light shines from you in a 30-foot radius, and dim
action. A Reflection sheds dim light in a 10-foot radius and light shines 30 feet beyond that.
it disappears if it moves further than 60 feet of you or if You are immune to all damage except force.
your Signature Dance ends. The movement speed of your Reflections is doubled
As a bonus action on your turn, you can move a and you can move as many of them as you wish with
Reflection up to 30 feet to a new spot within range. As a the same bonus action. Dispersed Reflections reappear
part of this bonus action, you can also choose to disperse at the beginning of your next turn.
a Reflection to restore Hit Points equal to your Charisma You can move in any direction and can pass through
Modifier to all targets within 5 ft of it. physical objects but you cannot end your turn in a
You gain the ability to create an additional Reflection at space occupied by a physical object.
6th, 10th and at 14th level. When you are in your Exalted Form, you cannot attack,
The maximum distance between you and a Reflection and if you occupy the same spot as a solid object or
increases to 120 feet at 10th level. creature when this transformation ends, you are
immediately shunted to the nearest unoccupied space that
you can occupy and take force damage equal to twice the
number of feet you are moved.
Once you use this feature, you cannot use it again until
you have completed a long rest.

6
Dance of the Elemental Ballet
Through extensive study of the elements, these dancers
attune to the elemental planes and harness that power
through sleek, subtle movements. They learn even to
concentrate on spells while dancing, and they are as
graceful as they are elegant.

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

Fire: Creatures within 5 ft you take fire damage equal


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

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

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

Redirected Energy
When you reach 6th level, you have learned to guide
elemental energy away from you. As a reaction when you
take acid, cold, fire, or lightning damage, you can instead
take half the damage and fire a beam of concentrated
energy at a creature within 120 ft of you, the target must
make a Dexterity saving throw against your Step Save DC
or take damage equal to the amount of damage prevented
and of the same damage type.
You can use this ability a number of times equal to your
proficiency modifier. You regain all uses on a long rest.

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

Epitome of Energy
Upon reaching 14th level, the potency of your magic has
been amplified to the max, you can cast one of the
following spells, including during your Signature Dance:
Investiture of Flame, Investiture of Ice, Investiture of Wind,
or Investiture of Stone.
You must complete a long rest before you can use this
ability again.

7
Dance of Nature's Reverie Mesmerize
At 14th level, your movements have become so glamorous
These dancers celebrate the beauty of nature, often that you can channel the otherworldly charm of the fey.
wearing leaves, branches or flower crowns as a part of During your Signature Dance, as an action, you can draw
their outfit, their movements are serene, smooth and on this power and exude an aura of charm equal to the
harmonious when dancing with others. Fey are amused by range of your Signature Dance. For 1 minute or until you
Reverie Dancers, who are often so lost in their dance that lose your concentration (as if you were casting a
they do not notice their surroundings and how plants concentration spell), each hostile creature that starts its
move with them, and they grant them boons. turn in this aura must succeed on a Wisdom saving throw
or be charmed until the aura ends. A creature that
Blessings of the Fey succeeds on this saving throw is immune to your aura for
At 3rd level, your attunement to nature grants you subtle 24 hours.
magical powers, choose 2 cantrips from the Druid Spell You can use this ability a number of times equal to your
list, you can cast them at will, including during your Charisma modifier (minimum 1). You regain all uses after
Signature Dance and you use Charisma instead of Wisdom completing a long rest.
for attack rolls and saving throws. Additionally, you learn
Sylvan.

Nature's Embellishment
Beginning at level 3, you can unlock the inner instincts of
those around you.
As an action, you can cast Enhance Ability with a range
of 30 feet, including during your Signature Dance.
You can use this ability a number of times equal to your
Charisma modifier (minimum 1). You regain all uses after
completing a short or long rest.

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

You cast Spike Growth


You cast Plant Growth

Land Stride
Starting at 6th level, moving through nonmagical difficult
terrain costs you no extra movement. You can also pass
through nonmagical plants without being slowed by them
and without taking damage from them if they have thorns,
spines, or a similar hazard.
In addition, you have advantage on saving throws
against plants that are magically created or manipulated to
impede movement, such as those created by the Entangle
spell.

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

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

8
Dance of the Spiritualist Spellcasting
These dancers are known for their jerkish movements, When you reach 3rd level, you augment your martial
chanting, and strange accessories, Spiritualists dance to prowess with the ability to cast spells.
communicate with supernatural creatures such as spirits
of the afterlife. They dabble in forbidden knowledge and Cantrips
with their sleek movements they can manipulate life and You learn two cantrips of your choice from the cleric spell
death, unlock secrets, and force the dead to dance with list. You learn an additional cleric cantrip of your choice at
them. 10th level.

Spell Slots
The Spiritualist Spellcasting table shows how many spell
slots you have to cast your cleric spells of 1st level and
Spiritualist Spellcasting higher. To cast one of these spells, you must expend a slot
Dancer Cantrips Spells of the spell's level or higher. You regain all expended spell
Level Known Known 1st 2nd 3rd 4th slots when you finish a long rest.
3rd 2 3 2 ฀ ฀ — For example, if you know the 1st-level spell Detect Magic
and have a 1st-level and a 2nd-level spell slot available,
4th 2 4 3 ฀ ฀ —
you can cast Detect Magic using either slot.
5th 2 4 3 ฀ ฀ —
6th 2 4 3 ฀ ฀ — Spells Known of 1st Level and Higher
7th 2 5 4 2 ฀ — You know three 1st-level cleric spells of your choice, two of
which you must choose from the divination and
8th 2 6 4 2 ฀ —
necromancy spells on the cleric spell list.
9th 2 6 4 2 ฀ — The Spells Known column of the Spiritualist Spellcasting
10th 3 7 4 3 ฀ — table shows when you learn more cleric spells of 1st level
11th 3 8 4 3 ฀ — or higher. Each of these spells must be a divination or
necromancy spell of your choice, and must be of a level for
12th 3 8 4 3 ฀ —
which you have spell slots. For instance, when you reach
13th 3 9 4 3 2 — 7th level in this class, you can learn one new spell of 1st or
14th 3 10 4 3 2 — 2nd level.
15th 3 10 4 3 2 — The spells you learn at 8th, 14th, and 20th level can
come from any school of magic.
16th 3 11 4 3 3 —
Whenever you gain a level in this class, you can replace
17th 3 11 4 3 3 — one of the cleric spells you know with another spell of your
18th 3 11 4 3 3 — choice from the cleric spell list. The new spell must be of a
19th 3 12 4 3 3 1 level for which you have spell slots, and it must be a
divination or necromancy spell, unless you're replacing the
20th 3 13 4 3 3 1
spell you gained at 3rd, 8th, 14th, or 20th level from any
school of magic.

Spellcasting Ability
Charisma is your spellcasting ability for your cleric spells,
since you learn your spells through your interaction with
spirits. You use your Charisma whenever a spell refers to
your spellcasting ability. In addition, you use your
Charisma modifier when setting the saving throw DC for a
cleric spell you cast and when making an attack roll with
one.
Spell save DC = 8 + your proficiency bonus + your
Charisma modifier
Spell attack modifier = your proficiency bonus + your
Charisma modifier

9
Unbound Rites
Due to your understanding of occult lore, at 3rd level, you
acquire the following abilities:

You become able to cast spells and concentrate on


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

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

Talismanic Dance
When you reach 10th level, you have resonated with
powers from the afterlife, shortening the gap between life
and death.
When you commence your Signature Dance, you gain an
additional benefit: Allies within 30 feet of you have
advantage on Death saving throws.

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

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

10
Dance of the Shifting Veil Fighting Style
At 3rd level, you adopt a particular style of fighting as your
Dancers of the Shifting Veil are swift, captivating dancers specialty. Choose a Fighting Style from the list of optional
who train with special weapons to further woo the crowds. features. You can't take the same Fighting Style option
Shifting Veil style involves swinging with momentum, the more than once, even if you get to choose again.
best dancers of this style move so quickly spectators Blind Fighting: You have blindsight with a range of 10
exclaim it is like watching three dancers move in perfect feet. Within that range, you can effectively see anything
synchronization. that isn't behind total cover, even if you're blinded or in
darkness. Moreover, you can see an invisible creature
Art of the Shifting Veil within that range, unless the creature successfully hides
The origins of this dance lie in imitation: The humble whip from you.
imitating snake fangs, scimitars to evoke feline grace, or Dueling: When you are wielding a melee weapon in one
the creative usage of polearms as a show of strength and hand and no other weapons, you gain a +2 bonus to
agility. You gain proficiency with scimitars, glaives, whips, damage rolls with that weapon.
and war fans when you reach 3rd level, and you use Interception: When a creature you can see hits a
Dexterity for the attack and damage rolls of these target, other than you, within your weapon's range feet of
weapons provided you are not wearing armor or wielding you with an attack, you can use your reaction to reduce
a shield. the damage the target takes by 1d10 + your proficiency
bonus (to a minimum of 0 damage). You must be wielding
a simple or martial weapon to use this reaction.
War fan Two-Weapon Fighting: When you engage in two-
1d4 slashing damage, Light, Finesse, Thrown weapon fighting, you can add your ability modifier to the
(20/60), special: When thrown, this weapon damage of the second attack.
acts like a boomerang and will return to your Spinning Deterrent: When you are wielding a weapon
hand after a ranged attack. with two hands, and not wearing armor, you gain a +1
bonus to AC.

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

Sway of the Shifting Veil


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

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

Flourishing Cascade
At 14th level your momentum allows you to further combo
your moves with poise and grace, after successfully
landing a weapon attack during your Signature Dance, you
can take an attack action to make another weapon attack
this turn.
You can use this ability a number of times equal to your
proficiency modifier. You regain all uses on a long rest.

11
Dance of the Wandering Lorekeeper Dynamic Duo
At level 6, as an action you can create an illusory
Loredancers are in tune with the world around them. Their doppelganger to assist your performances as an action. It
wanderlust spurs them to travel to meet new people, see has AC 10, 1 hit point, a Strength of 4, it can't Attack, it can
new sights, and collect new stories. All the world is a stage take the Help action and it's initiative is always equal to
to them. Their abilities aid them in their theatrical yours. If it drops to 0 Hit Points, it disappears. If it is more
storytelling and their interpretative dancing on stage grant than 120 feet away from you, it disappears.
them a touch of magic. It obeys your every command to the best of its abilities,
and you can give it orders telepathically to speak or
Minor Spectacle interact with an object or person as a bonus action once
Additionally at 3rd level, your penchant for costumes and on each of your turns. It can perform simple tasks that a
roleplay grant you magic to enhance your performance. human servant could do, such as fetching things, cleaning,
You gain the ability to cast Thaumaturgy and Minor Illusion folding clothes, lighting fires, serving food, and pulling
and Disguise Self at will, including during your Signature levers. Once it completes a task, it then waits for your next
Dance. order.
The Spell save DC to see through your illusion spells is You can modify their appearance at will as an action,
equal to your Step save DC. they can mimic any voice you have heard of before. You
can only control one doppelganger at a time, they remain
Shared Stories for up to an hour until dismissed or dispersed by external
Beginning at level 3 when you choose this Style, you have means. You must complete a long rest before you can use
learned various knacks on your travels, for example you this ability again.
might have overheard foreign words from your fellow
performers and asked them to teach you some phrases Major Spectacle
here and there, or perhaps you wished to tell stories in the At 10th level, your showmanship and passion has
native tongue of your most common audience. improved to the point that you can bring your stories to
You gain proficiency in a language of your choice. life with more powerful illusion magic, you gain the ability
to cast Major Image and Hallucinatory Terrain once per
long rest, including during your Signature Dance.

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

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

12
Set the Tempo: When you make an Initiative check,
Dance Steps you can expend one rhythm die to add or subtract the
number rolled on the die to your Initiative result. You
Alluring tango: You dance with a willing individual;
can use this step before or after making the Initiative
you can expend one rhythm die and add it to a
roll, but before the DM announces initiative order.
persuasion check made during this dance.
Showstopper: When a creature makes an attack an
Charming Serenade: With your bonus action, you ally within 30 feet of you, you can use your reaction to
attempt to metaphorically sweep a creature off its feet. expend a rhythm die to impose disadvantage on the
The target must succeed on a Charisma saving throw or attack roll by providing a distraction.
be unable to willingly move or teleport away from you.
At the end of each of its subsequent turns, it makes Sly Footwork: When you are attacked, you can spend
another Charisma saving throw to resist the effect. a rhythm die as a reaction to gain a bonus to AC equal
to the amount rolled until the start of your next turn,
Countertwirl: When you are damaged by an enemy,
including against the triggering attack.
you can immediately expend a rhythm die to attack
them as a reaction if they are within range. Add the Swagger: When you hit a creature with a weapon
rhythm die to the damage. attack or an unarmed strike, you can expend one
rhythm die to attempt to goad the target into attacking
Dance Partner Swap: When an adjacent ally is you. You add the rhythm die to the attack's damage roll,
damaged by an attack from a creature you can see, you and the target must make a Wisdom saving throw. On a
can expend one rhythm die and use your reaction to failed save, the target has disadvantage on all attack
interpose yourself in way of harm, taking the damage rolls against targets other than you until the end of
instead of them. Reduce that damage by the number your next turn.
you roll on your rhythm die.
Take the Stage: When you hit a creature with a
Dancer’s Stamina: You can spend Rhythm dice to heal
weapon attack or an unarmed strike, you can expend
yourself as an action, you regain Hit Points equal to the
one rhythm die to attempt to drive the target back. You
amount rolled.
add the rhythm die to the attack's damage roll, and if
Double Down: If an ally hits a creature within their the target is Large or smaller, it must make a Strength
melee range, you can spend your reaction and expend saving throw. On a failed save, you push the target up
1 rhythm die to move up to your movement speed and to 15 feet away from you.
strike that creature, add the rhythm die to the damage
roll.

Improvisation: By spending one rhythm die, you may


take the Dodge action as a bonus action.

Inspiring Step: As a bonus action, you dance to awe-


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

Ring around the Rosy: When you hit a creature with a


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

13
Seize the Dance: As bonus action, you can grapple a
Thrillseeker Dance Steps creature by expending 1 rhythm die, add the rhythm
die to the Strength (Athletics) Check.
Adrenaline Rush: As a bonus action, you can push
yourself past your usual speed limits to expend 1 Wrathful Onslaught: When your Hit Point total is half
rhythm die to move up in the Initiative Order next turn or less than half your Hit Point Maximum, you can
by up to half of your roll (rounded up). expend 1 rhythm die to make an attack roll against a
creature within range and if the attack lands, add the
Focused Strike: Prerequisite Level 5 As an action, you rhythm die to the damage and maximize the damage of
can channel all of your energy into your next attack the rhythm die.
next turn. Your movement speed is reduced to 0 and
you cannot take reactions until your next turn. Unless
your concentration is broken (as if you are
concentrating on a spell) during this duration, on your
next turn, you shoot forward up to 15 feet in a straight
line and strike the first creature in your way, if the
attack hits, you may add up to 3 rhythm dice to the
damage roll plus your Dancer Level.

Leg sweep: Prerequisite Level 5 When you make an


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

Opportune Strike: After you take the Ready Action,


you can expend 1 rhythm die to make an attack roll
against a creature within range, add the rhythm die to
damage.

Parkour: As a bonus action, you can spend 1 rhythm


die to take the Dash action and ignore difficult terrain
this turn.

Rolling Thunder: Prerequisite Level 9 You can expend


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

Roundhouse kick: When you hit a creature with an


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

14
Dance of Revelation: Prerequisite Level 5 As an
Celestial Veneration Dance action, you can spend 3 rhythm dice to end the effects
of all spells of 3rd level or lower of the illusion school
Steps within 120 feet of you. For each spell of 4th level or
higher, make an ability check using your Charisma
Angelic Presence: As an action, you can expend a
modifier. The DC equals 10 + the spell's level. On a
rhythm die to emit an aura of benevolence. Each
successful check, the spell ends.
Undead that can see or hear you within 30 feet of you
must make a Wisdom saving throw. If the creature fails Light of Truth: As an action, you can expend 2 rhythm
its saving throw, it is turned for 1 minute or until it dice to cast Zone of Truth without material or verbal
takes any damage. components, including during your Signature Dance.

Angel's Flutter: Prerequisite Level 10 As a bonus Step of Illumination: As an action, when you hit a
action, you can expend a rhythm die to gain a flying creature with a weapon attack or an unarmed strike,
speed of 30 feet via wings of light until the end of your you can expend a rhythm die to deal radiant damage,
turn. add the rhythm die to the damage roll and the next
Attack roll made against this target before the end of
Graceful Blessing: Prerequisite Level 5 You can spend
your next turn has advantage, thanks to the mystical
1 Rhythm Die to cast Lesser Restoration, including
dim light glittering on the target until then.
during your Signature Dance.
Step of the Blessed: As an action, you touch one
Blinding Flash: Prerequisite Level 7 As an action, you
willing creature and expend up to 3 rhythm dice, the
can spend 1 rhythm die to absorb the light around you
target gains temporary hit points equal to the total
and release it in an instant, creatures within 5 feet of
rolled.
you must make a Constitution saving throw or be
blinded until the start of it's next turn. You may spend
additional rhythm dice as a part of this action to have
Reflections equal to the amount of rhythm dice
expended to cause this effect as well.

15
Fiery Jeté: As an action, you can expend rhythm dice
Elemental Ballet Dance to kick as you leap into the air to shoot a burst of flame.
All creatures within a straight line (15 feet) must make a
Steps Dexterity saving throw or take fire damage equal to the
rolled result plus your Dancer level. On a successful
Plié of Earth: As a reaction, when you are hit by an
save they take half the amount of damage rolled.
attack, you can use your reaction and spend 1 rhythm
die to gain a +5 to your AC until the start of your next Pas de Bourrée: By spending 2 rhythm dice as a
turn, including against the triggering attack. bonus action, you gain the ability to move across any
liquid surface- such as water, acid, mud, snow,
Earthshattering Assemblé: Prerequisite Level 5 You
quicksand, or lava – as if it were harmless solid ground
expend rhythm dice to cast Earth Tremor, including
(creatures crossing molten lava can still take damage
during your Signature Dance, the damage dealt by the
from the heat) for one hour. If you are submerged in a
spell is equal to the amount of rhythm dice you
liquid when you perform this step, you are carried to
expended.
the surface of the liquid of 60 feet per round.
Electrifying Pirouette: You spend an action spinning
Pivot: As an action, during your Signature Dance, you
in place and expend rhythm dice. A wave of thunderous
can spend 1 rhythm die to trigger an effect from
force sweeps out from you. Each creature in a 15-foot
Dynamic Attunement.
cube originating from you must make a Constitution
saving throw. On a failed save, a creature takes River's Flow: You can spend 2 rhythm dice as an
lightning damage equal to what you rolled and loses its action to create a whip of water that shoves and pulls a
ability to take a reaction. On a successful save, the creature to unbalance it. A creature that you can see
creature takes half the amount of damage rolled and that is within 30 feet of you must make a Dexterity
retains its ability to take reactions. saving throw. On a failed save, the creature takes
bludgeoning damage equal to the rolled result, and you
Elemental Storm: Prerequisite Level 9 By spending 4
can either knock it prone or pull it up to 25 feet closer
rhythm dice, you can conjure a 20-foot-radius, 40-foot-
to you. On a successful save, the creature takes half as
high Cylinder centered on yourself. Each creature in the
much damage, and you don't pull it or knock it prone.
Cylinder must make a Dexterity saving throw. A
creature takes fire or cold damage (your choice) equal Roaring Changement: Prerequisite Level 7 As a
to the rolled result plus your Dancer level on a failed bonus action by spending 3 rhythm dice, you can cast
save, or half as much damage on a successful one. Thunder Step, the damage dealt by the spell is equal to
the amount of rhythm dice you expended.

16
Vine Whip: As a bonus action you can expend a
Nature's Reverie Steps rhythm die to conjure up a vine that whips and binds a
target within 30 feet of you, the target must succeed on
Ensnaring Hip Sway: You can expend one rhythm die
a Strength saving throw against your Step Save DC or
as an action to attempt to knock a creature that is Large
take bludgeoning damage equal to the rolled total and
or smaller within 15 feet of you down as you conjure up
become grappled. On a success the target takes half as
vines to trip the target, it must make a Dexterity saving
much damage and is not grappled. The target can
throw. On a failed save, you knock the target prone.
repeat the save at the start of their turn.
Forest Frolic: Prerequisite Level 10 As an action, you Step of the Fey: You spend one rhythm die and a
can expend 3 rhythm die to cast Tree Stride, including bonus action to shroud yourself in silvery mist and
during your Signature Dance. teleport up to 30 feet to an unoccupied space that you
Foxtrot: You can expend one rhythm die to cast Pass can see.
Without Trace without material components, including Whimsical Step: You spend one rhythm die and a
during your Signature Dance.
bonus action to shroud creatures within 60 feet of you
up to your Charisma Modifier in silvery mist, the targets
must make a Charisma saving throw, on a failed save
you can have them switch places with another targeted
creature who failed their saving throw or with yourself.
Creatures can choose to automatically fail the save.

Rhythmic Redirection: As a bonus action, you can


expend one rhythm die to force creatures within 30 feet
of you to reroll their Initiative at the end of their next
turn.

Prance of the Panicked: As an action, you can


expend one rhythm die to target one creature within
sight to make a Wisdom saving throw or be frightened
or charmed (your choice) by you until the end of your
next turn.

17
Spiritualist Dance Steps
Cursed Waltz: As a bonus action, you can spend 1
rhythm die to target one creature within 30 feet of you
to curse for 1 minute, it takes necrotic damage equal to
half of the rolled amount and cannot regain Hit Points
for the duration of this ability. Also, choose one ability
score: Until the curse ends, the target has disadvantage
on ability checks made with the chosen ability.

Siphoning Spin: Prerequisite Level 5 You expend a


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

Soul Lock: Prerequisite Spare the Dying cantrip As a


bonus action, you can stabilize a dying creature within
30 feet by expending 1 rhythm die.

Spirit Lash: Prerequisite Level 5 When a creature


within sight takes damage, you can spend your reaction
and expend rhythm dice (no more than equal to your
Charisma Modifier) to absorb it's energy, the target
takes necrotic damage equal to the rolled result, and
you regain Hit Points equal to half of the rolled result.

Vitality’s Twist: Prerequisite Level 5 You sacrifice


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

Soulbond: Prerequisite Level 7 As an action, you can


expend 2 rhythm dice to cast Warding Bond with a
range of 30 feet.

Tranquil Reach: Whenever you cast a necromancy or


divination spell with range of touch, you can expend 1
rhythm die as part of the casting to grant the spell a
range of 30 feet.

Leap of Lethargy: As an action, you can cast Bane at


1st level by expending 1 rhythm die.

Spell Saunter: As a bonus action, you can convert 1


rhythm die into a 1st level Spell Slot or convert a 1st
level Spell Slot into 1 rhythm die.

18
Spin Switch: As a reaction, you can expend a rhythm
Shifting Veil Dance Steps die to forcibly swap positions with a target within your
weapon's range, that target must make a Strength
Bewitching Burlesque: As an action, you may spend
saving throw. It can choose to fail the saving throw. You
one rhythm die to force a number of creatures equal to
must be wielding a whip to use this Step.
your Charisma modifier within 60 feet that can see you
to make a Wisdom saving throw. On a failed save the Tangling Serpent Step: As an action, you can expend
creatures are distracted by your stylish dance, giving a rhythm die to increase the reach of your whip extends
your allies an opening. The next attack roll against a to 30 ft until the start of your next turn and grapple a
target who failed the save by an attacker other than you target within range with your whip, add the rhythm die
has advantage if the attack is made before the start of to the grapple check. You can also use this to lasso onto
your next turn. objects such as poles, hooks, or tree branches.

Disarming Strike: When you hit a creature with a Trapeze Vault: As an action, you can expend a rhythm
weapon attack, you can expend one rhythm die to die to pole vault 15 ft into the air in an arc towards a
attempt to disarm the target, forcing it to drop one item square within 15ft and adjacent to the target and strike
of your choice that it's holding. You add the rhythm die from above, the target must succeed on a Dexterity
to the attack's damage roll, and the target must make a saving throw, if they fail, they take an additional
Strength saving throw. On a failed save, it drops the weapon’s die worth of damage and you may add a
object you choose. The object lands at its feet. rhythm die to the damage roll. You must be wielding a
glaive, spear, or quarterstaff to use this Step.
Feint: You can expend one rhythm die and use a bonus
action on your turn to feint, choosing one creature
within 5 feet of you as your target. You have advantage
on your next attack roll against that creature before the
end of your turn. If that attack hits, add the rhythm die
to the attack's damage roll.

Flicker: After you use a Dance Step other than Flicker,


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

Parry: When a creature you can see makes a melee


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

Precision Attack: When you make a weapon attack


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

Reprisal: When a creature misses you or an ally within


your weapon's range with a melee attack, you can use
your reaction and expend one rhythm die to make a
melee weapon attack against the creature. If you hit,
you add the rhythm die to the attack's damage roll.

Saber Dance: You can spend one action and roll as


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

19
Rallying Performance: On your turn, you can use an
Wandering Lorekeeper action and expend one rhythm die to bolster the
resolve of your companions. When you do so, choose
Dance Steps up to six friendly creatures who can see or hear you.
They gain temporary hit points equal to the rhythm die
Encore: You can use a bonus action to direct one of
roll + your proficiency modifier.
your companions to strike. When you do so, choose a
friendly creature who can see or hear you and expend Recall Line: As a reaction, when an ally within 120 feet
one rhythm die. That creature can immediately use its of you fails an Intelligence, Wisdom, or Charisma check,
reaction to make one weapon attack, adding the you can expend 1 rhythm die to have them reroll and
rhythm die to the attack's damage roll. add the rhythm die to the roll.

Hustle Dance: Prerequisite Level 5 You can use an Sobering Slap: You snap someone within 5 feet of you
action to invigorate the weary and downtrodden. By out of their stupor as an action by spending one rhythm
expending rhythm dice, each creature of your choice die, ending the frighten status condition as well as the
that can hear or see you within 30 feet of you gains Hit effects of charm and paralysis.
Points equal to the amount rolled + your Charisma
modifier (minimum of 1). Stage Enter/Stage Exit: You spend one rhythm die
and a bonus action to shroud yourself in silvery mist
Opening Flair: Through stylish, lithe movements, you and teleport up to 30 feet to an unoccupied space that
may spend a rhythm die to take the Help action as a you can see.
bonus action to assist an ally.

Pratfall: As an action, you can cast Tasha's Hideous


Laughter, including during your Signature Dance, by
expending 1 rhythm die.

20
Multiclassing Rhythmic Adept Feat
Ability Score Minimum: Dexterity and Charisma 13 You have trained to perform special dance steps. You gain
Armor: None the following benefits:
Weapons: Simple weapons
Tools: One musical instrument of your choice You learn two steps of your choice from among those
available to the Dancer Class (Subclasses not included).
If a step you use requires your target to make a saving
throw to resist the step’s effects, the saving throw DC
equals 8 + your proficiency bonus + your Charisma or
Dexterity modifier (your choice).
You gain one rhythm die, which is a d8 (this die is added
to any rhythm dice you have from another source). This
die is used to fuel your steps. A rhythm die is expended
when you use it. You regain your expended rhythm dice
when you finish a short or long rest.

21
The Dancer
Page 15: Tingting Yeh Magic the Gathering Card
"Cloak of Mists"

Page 16: Marta Nael Magic: The Gathering


The "Dancer" is unofficial Fan Content "Elemental Masterpiece"
permitted under the Fan Content Policy. Not
approved/endorsed by Wizards. Portions of the
Page 17: Jason Engle
materials used are property of Wizards of the
Coast. ©Wizards of the Coast LLC.”
Page 18: Noirsnow Ruined Karma - League of
Legends fanart
Artist Credits: Cover Art: Olga Tereshenko

Page 19: István Dányi


Page 2: Lyse Hext by Yusuke Mogi, official
character art for Final Fantasy XIV: Stormblood
Page 20: Gabriel Tan
by Square Enix

Page 21: Joshua Raphael MTG: "Fleetfoot


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

Page 6: Shawn Ignatius 'Mujumonster' Tan


Yuna from Final Fantasy

Page 7: Tingting Yeh Magic the Gathering Card


"Mu Yanling, Sky Dancer"

Page:8: Amir Briki

Page 10: Kme GW2 Ritualist

Page 11: Inigo, Indigo Dancer: Suekane Kumiko


(฀฀฀฀฀฀฀); Olivia, Festival Dancer: Chiko (฀฀฀),
Both from Fire Emblem Heroes.

Page 12: Imaginary Friend

Page 13: Na ri Shin

Page 14: Primrose Azelhart from Octopath


Traveler, Square Enix
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