Dancer, Variant (5e Class)
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- 1 Dancer
- 1.1 Creating a Dancer
- 1.2 Class Features
- 1.2.1 Table: The Dancer
- 1.2.2 Saving Throws
- 1.2.3 Dancer's Flow
- 1.2.4 Natural Talent
- 1.2.5 Dancer's Step
- 1.2.6 Spellcasting
- 1.2.7 Dance Steps
- 1.2.8 Ability Score Increase
- 1.2.9 Extra Attack
- 1.2.10 Uncanny Dodge
- 1.2.11 Split Second Recovery
- 1.2.12 Evasion
- 1.2.13 Beguile
- 1.2.14 Perfection
- 1.2.15 Neverending Show
- 1.2.16 Dance Steps
- 1.3 Mesmerizer
- 1.4 Acrobat
- 1.5 Magician
- 1.6 Dancer Spell List
- 1.7 Multiclassing
A young elf twirls in circles, watching with delight as the leaves on the ground follow her movements.
Faced by two brigands, the would-be victim bursts of motion into a flurry that leaves their attackers slack-jawed.
For the court's entertainment, an elaborately costumed man and woman clash, their battle more art than combat.
Dancers are masters of their own body. Through careful motion they may inflict dazzling attacks, or even manipulate the energy around them. The very environment is a weapon in a Dancer's hands.
Creating a Dancer
How did your character become a dancer? Was it a hobby? Did they dance professionally? Were they a dancer for a court, or with a troupe? Were they a street performer, or did they perform in a theater? Perhaps they were a slave at one point? Who taught or inspired them to dance? Was it a master? A friend? Or somebody who they only read about in a book and started emulating.
Why did they start adventuring? Are they searching for a lost member of their troupe? Or did they scam their troupe, and are on the run? Did they escape from a cruel master, and are trying to distance themselves from them? Do they simply see adventuring as training for a grand performance?
- Quick Build
You can make a Dancer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Entertainer background. Third, choose a rapier, leather armor, and a diplomat's pack as your starting equipment.
As a Dancer you gain the following class features.
- Hit Points
Weapons: Simple weapons, Martial weapons
Tools: Disguise Kit, one musical instrument
Saving Throws: Dexterity, Charisma
Skills: Choose 2 from Acrobatics, Deception, Insight, Performance, Persuasion, Sleight of Hand and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A rapier or (b) A whip or (c) 2 daggers
- (a) Leather armor or (b) A padded shirt
- (a) A diplomat's pack or (b) An entertainer’s pack
- One musical instrument of your choice
|Features||Cantrips Known||Unarmored Movement||—Spell Slots per Spell Level—|
|1st||+2||Unarmored Movement, Natural Talent||—||+5 ft.||—||—||—||—||—|
|2nd||+2||Quick Step Spellcasting||2||+5 ft.||2||—||—||—||—|
|3rd||+2||Dance Steps||2||+5 ft.||3||—||—||—||—|
|4th||+2||Ability Score Improvement||2||+10 ft.||3||—||—||—||—|
|5th||+3||Extra Attack||2||+10 ft.||4||2||—||—||—|
|6th||+3||Uncanny Dodge||3||+10 ft.||4||2||—||—||—|
|7th||+3||Dance Steps Feature||3||+10 ft.||4||3||—||—||—|
|8th||+3||Ability Score Improvement||3||+15 ft.||4||3||—||—||—|
|9th||+4||Split Second Recovery||3||+15 ft.||4||3||2||—||—|
|11th||+4||Dance Steps Feature||4||+20 ft.||4||3||3||—||—|
|12th||+4||Ability Score Improvement||4||+20 ft.||4||3||3||—||—|
|15th||+5||Dance Steps Feature||4||+25 ft.||4||3||3||2||—|
|16th||+5||Ability Score Improvement||5||+25 ft.||4||3||3||2||—|
|19th||+6||Ability Score Improvement||5||+30 ft.||4||3||3||3||2|
|20th||+6||Neverending Show||5||+30 ft.||4||3||3||3||2|
Some of your features require a targeted creature to make a saving throw. Unless stated otherwise, the saving throw DC is calculated as follows: 8 + your Dexterity modifier + your proficiency modifier
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.
You have a talent for performance and a flair for the dramatic. You are proficient in the Performance skill. If you are already proficient in this skill, double your proficiency bonus.
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.
You have learned to untangle and reshape the fabric of reality in tandem with your graceful movements. Your spells are part of your vast repertoire, magic that you can tune to different situations. The list of Dancer spells can be seen at the bottom of this page.
You know two cantrips of your choice from the dancer spell list. You learn additional dancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Dancer table.
- Spell Slots
The Dancer table shows how many spell slots you have to cast your Dancer 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.
For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
- Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the dancer spell list.
The Spells Known column of the dancer table shows when you learn more dancer spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the dancer spells you know and replace it with another spell from the dancer spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Charisma is your spellcasting ability for your dancer spells. Your magic comes from the passion that you put into the dances you perform. 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
- Ritual Casting
You can cast any dancer spell you know as a ritual if that spell has the ritual tag.
- Spellcasting Focus
You can use a musical instrument (see the Tools section) as a spellcasting focus for your dancer spells.
Beginning at 3rd level, you choose what dance steps you wish to emulate. You are able to choose from Mesmerizer, Acrobat or Magician, and learn features based on your choice at 3rd level, and again at 7th, 11th and 15th level. The features determined by your choice are explained at the end of this page.
Ability Score Increase
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.
At 5th level, you can attack twice instead of once whenever you use the attack action.
Starting at 6th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you
Split Second Recovery
Beginning at 9th level, you learn how to correct a mistake without others noticing. When you roll a d20 and the result is a failure, you are able to roll again. After you roll a second time, you must use the second roll. You are able to use this feature 3 times, and regain expended uses upon finishing a long rest.
Beginning at 10th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
When you reach 14th level, your wit and charm know no bounds. Any charisma based saving throw that is made against you is done with disadvantage.
When you reach 18th level, you learn to make better your performance. You gain proficiency in one more saving throw of your choice. You are not able to choose a saving throw that you are already proficient in.
At level 20, you are a master of your dances. You are now able to use your dance moves granted by your choice of Dance Steps twice as many times as normal.
Mesmerizers enchant and entrance. There are few who are able to see a Mesmerizer and not stop looking.
- Mesmerizer Dance Moves
Beginning at 3rd level, as an action you are able to perform one of the following 3 dance moves. You are able to use your dance moves a number of times equal to 1 + your Dexterity modifier, and regain expended uses upon finishing a short or a long rest.
- Come Hither: When you use this feature, any hostile creature within 15 feet of you that can see you must make a Charisma saving throw equal to 8 + your Charisma modifier + your proficiency bonus. On a failed save, the targeted creatures are charmed by you for the next minute. On a successful save, the targeted creatures are charmed for 1 minute. A creature who is charmed is able to repeat this saving throw at the beginning of each of their turns, until they succeed. When a creature is no longer charmed, they realize that they have been duped, and become hostile to you.
- Performance Anxiety: When you use this feature, any hostile creature within 15 feet of you and can see you must make a Charisma saving throw equal to 8 + your Charisma modifier + your proficiency bonus. On a failed save, the targeted creatures subtract a number from any roll they make during their next turn (equal to your proficiency bonus). On a successful save, they subtract half of your proficiency bonus from any roll they make during their next turn.
- Audience Participation: When you use this feature, you can give your allies a temporary boost to their morale. Make a Charisma check; if the result is equal to or greater than 8 + your Charisma modifier, your allies gain a bonus to their rolls equal to 1d4 for the next minute.
- Cloud the Mind
Beginning at 7th level, you have mastered dances that allow you to befuddle and cloud the minds of others. You can select a number of targets equal to your Charisma modifier; each target must make a saving throw equal to 8 + your Charisma modifier + your proficiency bonus. If a target fails, they are subjected to the effects of the compulsion spell or the confusion spell (your choice). If a target succeeds on their saving throw, they are immune to the effects of this particular dance for the next 24 hours.
Beginning at 11th level, you are able to deflect mind altering effects back to their casters.
As a reaction, when a creature tries to use any action to inflict you with the charmed, frightened or sleep conditions, you are able to make a charisma saving throw of DC10 + proficiency.On a successful save, you are able to inflict the very same condition on the creature who tried to cast it against you, without suffering it yourself. On a failed save, you simply are not afflicted by the condition.
You are able to use this feature 3 times, and regain expended uses upon finishing a long rest.
Beginning at 15th level, you learn to stop others cold. As an action, you are able to force any hostile creature who can see you to make a charisma saving throw of DC 15 + charisma + proficiency.
On a successful save, the targeted creatures are only able to use the move, dash, dodge or disengage actions, until the end of their next turn. On a failed save, the targeted creatures are unable to use any actions until the end of their next turn.
You are able to use this feature 3 times, and regain expended uses upon finishing a long rest.
Nimble and agile, an acrobat is able to move freely about, almost uninhibited by gravity.
- Acrobat Dance Moves
Beginning at 3rd level, as an action you are able to perform one of the following 3 dance moves. You are able to use your dance moves a number of times equal to 1 + your dexterity modifier, and regain expended uses upon finishing a short or a long rest.
- Somersault: As a reaction, you are able to use the disengage action, and move up to half of your movement speed away from an enemy creature, or toward an ally.
- Fancy Footwork: When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.
- Dancer's Insight: Your extensive training has allowed you to develop an eye for detail, increasing your chances of dodging attacks. You can take a bonus action to make a Wisdom (Perception) check against one opponent contested by their Charisma (Deception) check. On a success, the opponent's next attack against you has disadvantage.
Beginning at 7th level, you learn how to handle multiple opponents at once. If you use your attack action against a creature, you are able to use your second attack against another creature that is within 10 feet of yourself. When using this feature, a hostile creature may attempt an opportunity attack against you, but at disadvantage.
Beginning at 11th level, you are able to make good use of your nimble skills. As a bonus action, when you are faced with a solid object or a creature that is up to 1 size larger than yourself, or 1 size smaller than yourself, you are able to vault over them for 10 feet of movement. When you use this feature, you must make a Dexterity saving throw of DC 10 + proficiency.
On a successful save, you are able to use 10 feet of movement to vault over an object or creature without expending your movement speed. Your speed used by this feature does not count toward your movement, and you are able to use any movement speed that you have left before using this feature.
On a failed save, your expended movement when using this feature counts toward your movement speed that you used before using this feature. If you vault behind a creature, and have not used the attack action, you are able to make your next attack with advantage, as long is it is on the same turn that you have moved.
If you use this feature after moving a number of feet that reaches the limit of your movement, you will not be able to use this feature. You must have at least 10 feet of movement left in order to use this feature.
Alternatively, after you successfully vault over a creature, you may end your movement to use the attack action as a bonus action, if you already have not used any other action.
You are not able to use this feature unless you have already moved at least 10 feet.
- Majestic Presence
Beginning at 15th level, your acrobatic prowess and immeasurable grace have allowed you to ascend to the absolute heights of your craft. Whenever an opponent attempts to make an attack against you, they must succeed on a Charisma saving throw equal to 8 + your Charisma modifier + your proficiency bonus. If they fail, they are unable to attack you and must choose another target, otherwise their attack is wasted. On a successful save, they are able to attack you, but the roll(s) are made with disadvantage. This feature can only be used a number of times equal to your Charisma modifier, and you recover all uses upon completing a short or long rest.
Magicians are truly magically adept, adding more to their mystical repertoire of dance moves.
- Magician Dance Moves
Beginning at 3rd level, as an action you are able to perform one of the 3 following dance moves. You are able to use your dance moves a number of times equal to 1 + your dexterity modifier, and regain expended uses upon finishing a short or a long rest.
- Lightning Reflex: When you are attacked, you are able to use a reaction to make a Dexterity save of DC 10 + your proficiency modifier. On a successful save, you take no damage from the attack, and deal lightning damage equal to 1d8 + your dancer level to the creature who tried to attack you. On a failed save, you take half as much damage and deal lightning damage equal to 1d8 + half your dancer level to the creature who tried to attack you. This feature has a range of a 20 foot line.
- Fiery Flamenco: As an action, when you move, you leave a trail of flames behind yourself. Any hostile creature that tries to pass through the flames must make a Constitution saving throw of DC 10 + your proficiency modifier. On a failed save, they are unable to pass the flames and suffer fire damage equal to 1d6 + your dancer level. On a successful save, they are able to pass the flames, and suffer half as much fire damage.
- Cold Shoulder: When a hostile creature successfully attacks you, you can use your reaction to cause the ground beneath and around them to erupt with ice, causing icicles to sprout around them. The area becomes difficult terrain, and they must make a Dexterity saving throw equal to 8 + your Charisma modifier + your proficiency bonus or take cold damage equal to 1d8 + your proficiency bonus. On a successful save, their movement is not hampered and they take half as much cold damage.
- Elemental Samba
Beginning at 7th level, you are able to tap into the rhythmic energies of the earth. Over the course of the next 10 minutes, you perform a mystic dance that grants you resistance to all elemental damage types (fire, cold, lightning, thunder, poison, acid, force, and psychic). Alternatively, you can choose one of these damage types; you and any allies within 30 feet gain resistance to that type of damage for the next hour. This dance can be performed up to a number of times equal to your Charisma modifier.
You regain all uses of this feature after completing a short or long rest.
- Out With a Bang
Beginning at 11th level, you are able to go out on a high note. As a reaction, when you are reduced to 1 or 0 HP, you are able to inflict thunder damage equal to 3d12 + half of your dancer level against all hostile creatures within 60 feet of yourself.
Upon using this feature, all afflicted hostile creatures are forced to make a constitution save of DC10 + your proficiency bonus. On a failed save, they are deafened. On a successful save, they are not deafened, and suffer half as much damage.
- Grand Crescendo
Once you hit 15th level, you learn how to tap into the primal energies of the weave itself. You can't control them completely, but they respond to you enough that they do not harm you or allies. This mystic, powerful dance allows you you to channel these primal energies into unpredictable, yet potent magical offense. For the next minute, while you maintain concentration, you use your bonus action to roll a d8. All enemies within 30 feet of you take 8d6 damage of the type you roll on the d8. You can use this feature up to a number of times equal to half your Charisma modifier (rounded down).
d8 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Poison 7 Psychic 8 Thunder
You recover all uses of this feature after a short or long rest.
Dancer Spell List
You know the following spells on the Dancer spell list as described in your Spellcasting feature.
Blade Ward, Dancing Lights, Frostbite, Gust, Message, Minor Illusion, Prestidigitation, Produce Flame, Resistance, Shocking Grasp, Thaumaturgy, Thunderclap, True Strike, Vicious Mockery
- 1st Level
Charm Person, Color Spray, Compelled Duel, Disguise Self, Expeditious Retreat, Jump, Magic Missile, Shield, Sleep, Thunderwave
- 2nd Level
Alter Self, Blur, Calm Emotions, Dust Devil, Enthrall, Hold Person, Mirror Image, Misty Step, Pass without Trace, Rope Trick, Suggestion
- 3rd Level
Blink, Fear, Gaseous Form, Hypnotic Pattern, Major Image, Sending, Water Walk, Wind Wall
- 4th Level
Dimension Door, Freedom of Movement, Greater Invisibility, Leomund's Secret Chest, Mordenkainen's Private Sanctum, Otiluke's Resilient Sphere
- 5th Level
Control Winds, Dominate Person, Dream, Geas, Hold Monster, Mislead, Modify Memory, Seeming, Telekinesis
Prerequisites. To qualify for multiclassing into the Dancer class, you must meet these prerequisites: Dexterity 14, Charisma 12
Proficiencies. When you multiclass into the Dancer class, you gain the following proficiencies: Disguise Kit, one musical instrument.