Dancer, 3nd Variant (5e Class)

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A dancer is someone who can be a lot of things if they want. A dancer can be someone one the side lines or they can be the one to jump straight into a fight. Depending on how you build your dancer they can be almost anything you want. You can be a healer, a fighter, a mage or the one shielding the group.

Creating a Dancer[edit]

When creating a Dancer you should answer a few questions. How did you come into dancing? Was it a hobby? Who taught you? A relative? A master? An academy? Are you involved in political squabbles? Do you regret it? Do you enjoy it? Do you desire fame, fortune, power? How do you use your charms and wit? For good? For self gain? Do you follow a code? Are you part of a guild? Do you have any connections? How long have you been a professional?

Quick Build

First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the entertainer or charlatan background. Third, choose the

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 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Dancer level after 1st


Armor: None
Weapons: Simple weapons, shortswords, rapiers, scimitars, whips
Tools: Disguise kit
Saving Throws: Dexterity, Charisma
Skills: Choose 3 from Acrobatics, Deception, Insight, Performance, Persuasion, Stealth and Sleight of Hand


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

Table: The Dancer

Level Proficiency
Cantrips Known Spells Known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 2 2 Dance Steps, Cantrips
2nd +2 2 3 Fluid Motion, Spell casting 2
3rd +2 2 4 Master of Faces 3
4th +2 2 4 Ability Score Improvement, Jack of All Trades 3
5th +3 3 5 With Legs Like These, Dance Steps Feature 4 2
6th +3 3 5 4 2
7th +3 3 6 Quick Thinking and Quicker Feet 4 3
8th +3 3 6 Ability Score Improvement 4 3
9th +4 3 7 Dance Steps Feature 4 3 2
10th +4 4 7 4 3 2
11th +4 4 8 Fluid Motion Improvement 4 3 3
12th +4 4 8 Ability Score Improvement 4 3 3
13th +5 4 9 Dance Steps Feature 4 3 3 1
14th +5 4 9 4 3 3 1
15th +5 4 10 Leaps and Bounds 4 3 3 2
16th +5 5 10 Ability Score Improvement 4 3 3 2
17th +6 5 11 Dance Steps Feature 4 3 3 3 1
18th +6 5 11 Demand Perfection 4 3 3 3 1
19th +6 6 12 Ability Score Improvement 4 3 3 3 2
20th +6 6 12 Like Nobody's Watching 4 3 3 3 2

Unarmored Defense[edit]

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier. This because your Dexterity helps you dodge and your movements beauty helps in dodging and distract your opponent.

Dance Steps[edit]

At 1st level, you choose Dance Steps you wish to practice from Healer, Fighter and Mage. Each is detailed below. Your choice grants you additional feats at 1st level, and again at 3rd, 6th, 10th, and 14th levels.

Fluid Motion[edit]

At 2nd level, you have gained a fluidity to all movements. Your foes have disadvantage on opportunity attack once per foe. At levels 11 and 17, this effect has respectively +1 and +2 uses per foe. If you use disengage action, you gain +5ft of movement and +10ft at level 11.


Spellcasting Ability

Charisma is your spellcasting ability for your dancer spells. Your magic comes from the movement and soul you pour into the performance of your acrobatics. 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 dancer 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

Master of Faces[edit]

At 3rd level you have learned how to make people buy into your charm. You gain proficiency with the Deception skill. If you are already proficient in Deception, double your proficiency bonus. At any time while you are posing as a dancer. you have advantage Deception check to hide your true identity. Additionally, when you roll a 1 or 2 on a Deception check you can re-roll the die and you must use the new roll. You may use this feature in this way 1 time, and regain expended uses upon finishing a long rest.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.

Jack of All Trades[edit]

At 4th level, the Dancer can permanently add +1 to 1 skill they are proficient in.

With Legs Like These[edit]

By 5th level, your legs have been refined into powerful offensive tools as a result of rigorous practice and dedication to your art. You gain proficiency with unarmed strikes performed by your legs and you can use Dexterity instead of Strength for the attack and damage rolls of all your unarmed strikes.

Your kick deals 1d6 bludgeoning damage, increased to 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 20th level.

Quick Thinking and Quicker Feet[edit]

Starting at 7th level, you add your proficiency bonus to your initiative.

Leaps and Bounds[edit]

At 15th level, you have gained a superhuman quality of agility. When performing a standing long jump or high jump, you move as if you had a running start. In addition, when you make a long jump or high jump, you now determine the distance you travel based on your Dexterity score, rather than your Strength score. Also, standing up from being knocked prone only uses 5 feet of your movement.

Demand Perfection[edit]

At 18th level you have pushed yourself to work towards absolute perfection. You gain proficiency in one additional saving throw of your choice. In addition you can add half of your Charisma modifier (rounded down) to your Dexterity saving throw and you can add half of your Dexterity modifier (rounded down) to your Charisma saving throw.

Like Nobody's Watching[edit]

At 20th level you have gained enough knowledge to know that a field of combat is just another stage. When you are reduced to 0 hit points you can choose to regain hit points equal to your Charisma score + 20. You can’t use this part of the feature again until you finish a long rest.

Additionally, whenever you take damage you may choose to use your reaction to fall to the ground and feign death. Opponents with Intelligence or Wisdom of 14 or higher, or those that have witnessed you feign death at least once before, can make an opposed Wisdom (Insight) check against your Charisma (Performance) check to determine if your death is a ruse. If they fail, they believe you are dead and will ignore you as long as you remain on the ground. If they succeed they realize you are faking it and alert all creatures they can communicate with of the fact. As a reaction to a creature entering melee range while feigning death, you may spring up from your position and make an unarmed melee attack or perform a Fluid Motion feature. If the creature is unaware that you are still alive, an attack against them gains advantage.


Prerequisites. To qualify for multiclassing into the dancer class, you must meet these prerequisites:

Proficiencies. When you multiclass into the dancer class, you gain the following proficiencies:

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