Dancer Role
The Dancer
The Dancer glides across the battlefield
with unparalleled grace, turning combat
into a captivating performance. They
channel the winds, rally crowds, inspire
allies, and charm foes with their
enchanting dances. Their magic bestows
strength and resilience upon companions
or controls the wind to their advantage.
Play The Dancer to embody elegance and
agility. Perfect for exploring the power of
movement, charm, and performance, The
Dancer makes every action a work of art,
becoming a dynamic and inspiring force in
any scenario.
Quick start
Choose these abilities: Fascinate, Fluid Motion, Cartwheel,
Echo, Enchant, Cushion.
2
charm
fascinate — entreat — glamour — enthrall
fascinate 6-10: The commoner is somewhat gain entry, avoid detection, or sway
reluctant but ultimately agrees to give opinions.
1 ap ➤ Use your charm and grace to you the item after some persuasion.
captivate a non-hostile NPC. Through a They will however try to avoid you 2 ap ➤ Use your expertise to transform
combination of kind words and from now on. the appearance of your entire party,
enchanting gestures, you make the ensuring everyone looks more
target more friendly and cooperative. 2-5: The commoner is hesitant and distinguished and credible.
For the next 20 minutes, the target is suspicious, refusing to give you the
more inclined to follow your item unless you provide some form of enthrall
suggestions and requests. The effect compensation.
4 ap ➤ Utilize your enchanting presence
ends if you or your allies take any 1: The commoner is offended by your
to completely captivate an NPC with a
hostile actions against the target or if request and becomes hostile, refusing
combination of compelling words and
the target suffers harm from any source. to give you the item and alerting others
hypnotic movement.
to your behavior.
entreat If the target is a commoner or a minion,
glamour you bind the target to your will. For the
roll the die
next hour, the enthralled target will
2 ap ➤ Use your persuasive skills to Utilize your keen understanding of
follow your commands without
request an item from a commoner. fashion and human behavior to
hesitation, viewing you as their supreme
enhance appearances and perceptions
20: The commoner is completely won authority.
through changes in clothing, makeup,
over by your request and offers you the and strategic suggestions. If the target is a boss, they will not be
item along with an additional gift or
controlled, but will refrain from
favor. 1 ap ➤ Employ your skills to temporarily
harming you, and hesitate when acting
alter the appearance and demeanor of a
11-19: The commoner agrees to give you against your wishes.
single ally. This transformation makes
the item with little hesitation, pleased
them more appealing, trustworthy, or
to assist you.
fitting for a particular role. The
enhanced appearance can be used to
3
dexterity and movement
fluid motion — cartwheel — spiral — reflex — surge
fluid motion spiral agility allows you to perform tasks with
incredible swiftness and efficiency,
0 ap ➤ Harness your exceptional 2 ap ➤ Unleash a powerful spinning allowing you to complete complex tasks
dexterity to move with unparalleled attack that strikes all nearby enemies. rapidly, navigate treacherous terrain
grace and speed, allowing you to As you twirl with precision and speed, with ease, or perform intricate acrobatic
perform impressive acrobatic feats. This your melee weapon connects with each maneuvers that would be impossible for
ability enhances your agility, enabling foe, dealing 2 HP. others.
swift and fluid movements that can be
used to navigate difficult terrain, or In combat, Surge grants you an
execute difficult maneuvers. The effect additional action each turn for its
lasts until you stop moving reflex duration.
continuously.
3 ap ➤ For the next hour, your
heightened agility and awareness allow
you to protect yourself and your party
cartwheel allies with remarkable precision.
Whenever an enemy rolls a tough
2 ap ➤ When an enemy is about to land choice on an attack directed at you or a
a successful attack, you perform a swift nearby ally, you swiftly intervene,
cartwheel to evade it. This graceful causing the attack to miss entirely.
maneuver allows you to dodge the
attack entirely and reposition yourself
within 5 meters. You must have enough
space to execute the cartwheel surge
successfully.
5 ap ➤ You tap into an extraordinary
burst of energy for 10 minutes, your
movements becoming a blur of speed
and precision. This heightened state of
4
performance
echo — gather — feign death — unite
echo ability not only attracts commoners and
curious onlookers but also inspires and
1 ap ➤ Utilize your acting skills to feign death energizes them, making them receptive
flawlessly replicate the voice and to your cause, and aborting any
mannerisms of another person. By 1 ap ➤ Master the art of convincingly hostility. You can rally the crowd to
carefully observing your target, you can simulating death, fooling onlookers. support a movement, join a cause, or
imitate their speech patterns, gestures, When you use this ability, you can slow take collective action. Some people may
and behaviors with uncanny accuracy. your breathing, heartbeat, and body even follow you in combat.
This ability allows you to convincingly movements to appear completely
deceive others or impersonate the lifeless. You can use this ability
target. immediately when struck by an attack,
or whenever you are in a plausibly
deadly situation. Fooled enemies will
ignore you, assuming you are no longer
gather a threat.
2 ap ➤ Your mesmerizing dance draws
the attention of everyone nearby,
compelling them to stop and watch in unite
awe. As you perform, commoners and
curious onlookers gather, captivated by 4 ap ➤ An enhanced version of Gather,
your movements, offering opportunities this ability allows you to create a large
for distraction, diversion, or information gathering and rally them for a cause
gathering. People remain entranced up through your captivating performance.
to one hour or until you stop dancing, Your mesmerizing dance draws the
after which the crowd gradually attention of everyone nearby,
disperses. compelling them to stop and watch in
awe, forming a significant crowd. This
5
empower
enchant — dance of fate — bonded ballet
enchant dance of fate 6-7: All nearby allies are doubled in size,
but not in strength, for 20 minutes.
Channel your magic through a dance, roll the die
bestowing yourself or an ally in sight 4-5: A sudden flash of light blinds you
3 ap ➤ Unleash a mesmerizing dance
with one of the following benefits: for the next 5 minutes.
that produces an unpredictable effect
on yourself or your allies. 2-3: A member of the party, chosen by
0 ap ➤ stone dance. The target gains The Guide, suffers temporary amnesia
enhanced physical resilience that halves 20: All the members of the party are for 1 hour, completely forgetting
the damage of the next attack received. fully healed, and gain the ability to objectives, names and ideals.
The effect can be granted to only one reroll the die on one time of their
person at a time and lasts until the choosing in the following 24 hours. 1: You become unconscious and have
damage is taken. your health set to 1 HP.
18-19: All allies deal 2 extra damage on
their next attack.
1 ap ➤ swift dance. The target gains the
benefits of the Fluid Motion ability 16-17: All allies restore 3 AP.
(Dexterity and Movement - 1).
bonded ballet
14-15: All the members of the party
within range can immediately teleport 5 ap ➤ Engage in a harmonious dance
1 ap ➤ sharp dance. The target gains with an ally of your choice within 5
to another location in sight.
enhanced strength, allowing them to meters. The ally immediately gains the
deal 2 extra damage in their next 12-13: A magical barrier surrounds you, benefits of stone dance, swift dance and
physical attack. albe to prevent the damage of one sharp dance (Empower - 1) . For the
attack directed at you. duration of this ability, you can grant
10-11: For the next hour the voices of the them these benefits again at no AP cost.
party are swapped. The Guide will
decide who swaps with who. While dancing, you and the chosen ally
move together in perfect
8-9: All nearby allies are halved in size, synchronization, and when either of you
but not in strength, for 20 minutes.
6
is attacked, the other one can choose to
be the target of the attack.
This effect lasts as long as you and your
ally remain within 5 meters of each
other.
7
windshaper
cushion — gale — cyclone — tornado
cushion projectiles and make it nearly tearing through buildings. Enemies
impossible for foes to approach, caught in its path take 5 damage and
0 ap ➤ Create a small cushion of air to providing you with a moment of respite are flung great distances.
soften your landing when jumping or or a tactical advantage. The cyclone
falling. This ability ensures a smooth lasts for a short duration, giving you .
and graceful descent, allowing to land time to regroup, heal, or prepare your
with precision and balance. It is perfect next move.
for leaping from heights.
tornado
gale
3 ap ➤ Summon a 3-meter-high tornado
2 ap ➤ Summon a powerful but brief and send it barreling in a chosen
gust of wind that targets nearby direction. This whirlwind sweeps up
enemies, forcefully disarming them. The anything in its path, dealing 2 damage
sudden blast of air knocks weapons and to enemies and scattering them. Use
items from their hands, leaving them this ability to clear obstacles, break
momentarily vulnerable. enemy lines, or create a strategic
diversion. The tornado travels a
considerable distance, making it a
powerful tool in both combat and
cyclone tactical situations.
2 ap ➤ Create a swirling vortex of wind 7 ap ➤ The tornado is 20 meters high
around yourself, forming an and considerably more powerful. This
impenetrable barrier. This powerful massive whirlwind can devastate the
cyclone prevents anyone from getting environment, uprooting trees and
close to you. The fierce winds deflect
8
all together
6 ap ➤ Perform a transcendent dance
that unifies the abilities of your entire
enchanting reflections party, allowing members to draw upon
4 ap ➤ Perform an elegant dance that each other's strengths and skills.
conjures two ethereal copies of yourself.
For the next 24 hours, each party
These reflections can move
member can use the abilities of other
independently from you, each
members as if they were their own, even
possessing 4 HP. They are visually
if they are far apart, provided they have
indistinguishable from you, and do not
the necessary AP to activate them.
have the strength to attack, but they are
able to use the Enchant ability
(Empower - 1).
eternal grace
If an enemy targets you with an attack
while one of the reflections is nearby, 5 ap ➤ Engage in a transcendent dance
the reflection can move to intercept the that bestows unparalleled resilience
attack, taking the damage in your stead. upon the party. For the next hour, all
party members are granted the power
The reflections remain until their HP is of death defiance. Each member can
depleted, or for as long as 2 hours. avoid fatal damage once during the
duration of this ability. When an attack
or effect would reduce a party member
to 0 HP, they are instead left with 1 HP
and gain temporary invulnerability for
one turn, allowing them to recover or
reposition without fear of immediate
danger.