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## Dancer The dancer mixes stylish maneuvers and graceful style with deadly precision. Slipping around a foe's defense to plunge their blade into their back in elegant style before casting a defensive spell to repel their foes. While not as capable in a battle as a fighter and lacking the magical aptitude of a bard, their ability to position themselves across the battlefield and avoid blows with acumen renders them a formidable foe. Armed with grace and wit, the dancer is not to be taken lightly. ## Class Features As a dancer, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d8 per dancer level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per dancer level after first #### Proficiencies ____ - **Armor:** Light armor - **Weapons:** Simple weapons, martial melee weapons, hand crossbows - **Tools:** Choose one type of artisan's tools or one musical instrument - **Saving Throws:** Dexterity, Charisma - **Skills:** Choose three from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a martial weapon or *(b)* two shortswords or *(c)* a dancer's curved blade* - *(a)* a hand crossbow and 20 bolts or *(b)* two daggers - *(a)* a diplomat's pack or *(b)* an entertainer's pack - leather armor
##### Class Name |Level|Proficiency Bonus | Features | Flourish Points | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | |:---:|:----------------:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Dancer's Attire, Flashing Blades | — | — | — | — | — | — | — | | 2nd | +2 | Fighting Style, Flourishes | 2 | — | — | — | — | — | — | | 3rd | +2 | Dance Style, Spellcasting | 3 | 2 | 3 | 2 | — | — | — | | 4th | +2 | Ability Score Improvement | 4 | 2 | 4 | 3 | — | — | — | | 5th | +3 | Extra Attack | 5 | 2 | 4 | 3 | — | — | — | | 6th | +3 | Style Feature, Improvisation | 6 | 2 | 4 | 3 | — | — | — | | 7th | +3 | Combination Attack | 7 | 2 | 5 | 4 | 2 | — | — | | 8th | +3 | Ability Score Improvement | 8 | 2 | 6 | 4 | 2 | — | — | | 9th | +4 | Style Feature | 9 | 2 | 6 | 4 | 2 | — | — | | 10th | +4 | Mastery of Body | 10 | 3 | 7 | 4 | 3 | — | — | | 11th | +4 | Combination Attack Improvement | 11 | 3 | 8 | 4 | 3 | — | — | | 12th | +4 | Ability Score Improvement | 12 | 3 | 8 | 4 | 3 | — | — | | 13th | +5 | Style Feature | 13 | 3 | 9 | 4 | 3 | 2 | — | | 14th | +5 | Spell Imitation | 14 | 3 | 10 | 4 | 3 | 2 | — | | 15th | +5 | Combination Attack Improvement | 15 | 3 | 10 | 4 | 3 | 2 | — | | 16th | +5 | Ability Score Improvement | 16 | 3 | 11 | 4 | 3 | 3 | — | | 17th | +6 | Style Feature | 17 | 3 | 11 | 4 | 3 | 3 | — | | 18th | +6 | Spell Imitation Improvement | 18 | 3 | 11 | 4 | 3 | 3 | — | | 19th | +6 | Ability Score Improvement | 19 | 3 | 12 | 4 | 3 | 3 | 1 | | 20th | +6 | Mastery of Soul | 20 | 3 | 13 | 4 | 3 | 3 | 1 |
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### Dancer's Attire Beginning at 1st level, you have access to a special suit of clothing that allows you to remain flexible. While wearing this instead of armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier. If you ever lose this clothing, you can fashion a new set with 8 hours of work and access to mundane clothing. Additionally, you gain proficiency in the performance skill and your proficiency bonus is doubled for any ability check you make with it. ### Flashing Blades At 1st level, you have unfettered access to weapons and defeat your enemies with a great number of attacks. Whenever you use your action to cast a spell or take the Attack action and attack with a dancer weapon, you can use a bonus action to make one attack with a dagger or dancer's curved blade. You do not currently have to be wielding the weapon to attack with it, but it must be somewhere on your person. You might store it in a shoe as a boot knife, beneath your wrist, or hidden somewhere within your clothing. You may also draw it as part of the same action if you wish to throw this weapon. ### Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. #### Cape and Sword Whenever you make a melee weapon attack, until the start of your next turn, you may use your reaction when a creature makes a melee attack against you to add 2 to your AC against the triggering attack as you temporarily flash your cape, or similar garment, in front of their attack. #### Lunger When you wield a melee weapon in one hand and no other weapons or shield, you may use your bonus action to give your weapon reach until the end of your turn. #### Momentum Fighter Whenever you attack a creature with a weapon with the heavy property, you can move 5 feet. Creatures have disadvantage on opportunity attacks against you if this movement would trigger any. #### Thrown Weapon Fighting You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll. #### Unarmed Fighting Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. \columnbreak
When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack. #### Versatile Fighter When wielding a weapon with the versatile property in two hands you gain a +1 bonus to attack and damage rolls with that weapon. ### Flourishes Starting at second level you gain access to a number of techniques known as flourishes. You learn three flourishes of your choice, which are detailed under "Flourishes" later in this document. Many flourishes enhance an attack or your movement in some way. You can only use one flourish per attack. You learn an additional flourish of your choice at 6th, 9th, 13th and 17th level. Each time you gain a level in this class you may replace a flourish you know with a different one. Flourishes require you to spend flourish points to activate. Your dancer level determines the number of points you have, as shown in the Flourish Points column of the Dancer table. When you spend a flourish point, it is unavailable until you finish a short or long rest, at the end of which you regain all of your expended points. \pagebreak ### Dancer Style At 3rd level, you begin your specialization in a style of dance. The style of dance reflects your attitudes and way of life. A thoughtful, patient dancer may specialize in waltz while a hot tempered, passionate individual may be drawn towards the wild movements of capoeira. You specialize in one style of your choice: Capoeira, Fairy, Sun's Passion, Swing, and Waltz, all of which are detailed at the end of the class description. Your choice grants you features at 3rd, 6th, 9th, 13th and 17th level. #### Style Spells Each style has a list of associated spells. You gain access to these spells at the levels specified in the style description. Once you gain access to a style spell, you always know it. Style spells don’t count against the number of spells you know. If you gain a style spell that doesn’t appear on the dancer spell list, the spell is nonetheless a dancer spell for you. ### Spellcasting By 3rd level, your movements tap into the raw nature of the world, similar to a bard's music. See chapter 10 of the player's handbook for general spellcasting and the end of this document for the dancer spell list. #### Cantrips You know two cantrips of your choice from the dancer's 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 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 *charm person* and have a 1st-level and a 2nd-level spell slot available, you can cast *charm person* using either slot. #### Spells Known of 1st Level and Higher You know three 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. For instance, when you reach 7th 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 you place in your movements and dances. 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 or arcane focus (found in chapter 5 of the player's handbook) as a spellcasting focus for your dancer spells. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Improvisation Starting at 6th level, after a long rest, 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. You must spend at least two hours of the rest engaging in practicing your dance, which counts as light activity for you. ### Combination Attack Starting at 7th level, once per turn, you may substitute one attack you would make with the attack action or the attack granted to you via the Flashing Blades feature with a dancer cantrip. If you do, the cantrip is cast as if you were first level. If you cast a cantrip via the Flashing Blades feature using this, and the cantrip requires you to make a weapon attack, it must be made using either a dagger or your dancer's curved blade. Starting at 11th level, when you cast a cantrip via the Combination Attack feature, it is cast at your current level instead of 1st. At 15th level you may cast any dancer spell instead of a cantrip. ### Mastery of Body At 10th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen skills. \pagebreak
### Spell Imitation At 14th level, you are able to copy the verbal and somatic components of spells. When a creature you can see casts a spell with a somatic component, and you can hear if the spell they cast requires a verbal component, you may use your reaction to memorize their movements. The spell must be of a level you can cast or else this feature fails. When you do, you immediately memorize the spell and can cast it later as if it was a dancer spell for you. This spell doesn't count against the maximum number of spells you know. You may use this feature once and regain the ability to do so after a long rest. If you memorize a second spell using this feature, you immediately forget the prior spell. At 18th level you may memorize a number of spells equal to your Charisma modifier. If you learn a spell after this limit, you forget a spell of your choice. \columnbreak ### Mastery of Soul Starting at 20th level, when you roll for initiative and have no flourish points remaining, you regain 4 flourish points. ### Waltz Style Waltz dancers focus on protecting their partner and gracefully move about the battlefield. They are a soothing force in a world of chaos and confusion, calming and tending to their allies. #### Style Spells You gain style spells at the dancer levels listed. ##### Waltz Spells | Dancer Level | Spells | |:----:|:-------------| | 3rd | *Cure Wounds, Healing Word* | | 7th | *Lesser Restoration, Warding Bond* | | 13th | *Aura of Vitality, Protection from Energy* | | 19th | *Death Ward, Otiluke's Resilient Sphere* | #### Dance Partner At 3rd level, as a bonus action, you can designate one creature that is friendly to you within 10 feet as your dance partner. While you remain within 10 feet of each other, whenever one of you makes an attack roll or saving throw you may roll a d4 and add the number rolled to the attack roll or saving throw. Whenever you or your partner move, the other may use their reaction to move with them, up to their speed, ending as close to them as possible. These benefits last for one minute or until one of you is knocked unconscious. You may do this once and regain the ability to do so after a short or long rest. #### Dancer's Endurance Starting at 6th level, you may use your Dance Partner feature twice between rests instead of once. Whenever you make use of this feature, you and your partner each gain temporary hit points equal to your dancer level + your Charisma modifier. #### Synchronized Magic At 9th level, you and your dance partners are more in tune with each other. If your dance partner is within 10 feet of you when you cast a spell targeting only yourself you may also target your dance partner. The spell ends for your partner if you and your dance partner become separated by more than 10 feet. #### Spell Support Starting at 13th level, you are able to use your movements to boost your ally's spells. As a reaction, when a creature you can see within 60 feet of you casts a spell, you can spend 2 flourish points to increase the spell's level by one. For instance, if an ally you can see casts *fireball* as a 4th level spell, you may use your reaction and spend two flourish points to instead let your ally cast *fireball* as a 5th level spell. \pagebreak
#### Harmonized Souls At 17th level, whenever you or your dance partner attacks the other may use their reaction to make one weapon attack. Alternatively, if you or your dance partner cast a spell, the other may use their reaction to increase the spell's level by one. ### Sun's Passion Style Dancers specializing in this style are passionate and full of fire. Consisting of dances similar to flamenco or salsa, these dancers dart about the battlefield, casting fiery spells as they do. ### Sun's Passion Style Waltz dancers focus on protecting their partner and gracefully move about the battlefield. They are a soothing force in a world of chaos and confusion, soothing and tending to their allies. #### Style Spells You gain style spells at the dancer levels listed. ##### Sun's Passion Spells | Dancer Level | Spells | |:----:|:-------------| | 3rd | *Burning Hands, Searing Smite* | | 7th | *Flaming Sphere, Pyrotechnics* | | 13th | *Elemental Weapon, Fireball* | | 19th | *Fire Shield (warm only,) Wall of Fire* | #### Fancy Footwork Starting at 3rd level, you are able to confound and slip away from enemies. As a bonus action, you make a Charisma (Performance) check against a creature you can see that isn't incapacitated, contested by the target's Wisdom (Perception) check. If you succeed, the target cannot have advantage on attacks against you and you have advantage on Dexterity saving throws against effects you can see originating from your target. This benefit lasts for 1 minute or until you successfully use this feature against a different target. #### Feet of Fire At 6th level, as an action, you may move up to your speed without provoking opportunity attacks, leaving fire in your wake. The wall is 3 feet high and 1 foot thick along your path, lasting for 1 minute or until you are knocked unconscious. You can move through a creature's space for this movement but you can't end your turn there. Any creature in the wall when it first appears, and whenever a creature enters the wall for the first time on a turn or ends its turn there, it must succeed on a Dexterity saving throw or take 2d8 fire damage. You may do this once and regain the ability to do so after a short rest. #### Inferno Step Starting at 9th level, you may cast the spell *thunder step* without expending a spell slot. When you do, the spell deals fire damage instead of its normal type and it creates no thunderous boom. You may do this once and regain the ability to do so after a long rest. #### Rapid Fire At 13th level, you may use your Feet of Fire feature twice between short rests and your Inferno Step feature twice between long rests. #### Flames of Passion At 17th level, whenever you deal fire damage to an enemy, you may force them to make a Wisdom saving throw against your spell save DC. On a failed save, they are charmed by you and your allies until the start of your next turn. You may use this feature a number of times equal to your Charisma modifier and regain all uses after a long rest. ### Swing Style Dancers of this style focus on improvisational maneuvers. To the untrained eye, they are jittery, unpredictable fighters, abandoning weapons in favor of new ones at the drop of a hat. #### Style Spells You gain style spells at the dancer levels listed. ##### Swing Spells | Dancer Level | Spells | |:----:|:-------------| | 3rd | *Catapult, Snare* | | 7th | *Alter Self, Locate Object* | | 13th | *Elemental Weapon, Tiny Servant* | | 19th | *Fabricate, Stone Shape* | \pagebreak
#### Improvisational Fighting At 3rd level, you are used to fighting with whatever is available. You gain an extra object interaction on each of your turns that you can use to pick up and wield an item as an improvised weapon. You gain proficiency in improvised weapons and improvised weapons have the following traits for you: - Improvised weapons deal 1d6 bludgeoning, piercing, or slashing damage depending on what is most appropriate for the item you use. - You treat improvised weapons as having the finesse, light, thrown (20/60,) and, if the weapon is large enough to be wielded in two hands, versatile (1d8) properties. Additionally, whenever you use your object interaction to wield an improvised weapon that you haven't used within the last minute, you gain +1 AC until the start of your next turn. #### Ad-libbed Adaptation At 6th level, improvised weapons you wield count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. #### Extemporized Elements Starting at 9th level, you may cast the spell *elemental weapon* without expending a spell slot. You may do so once, and regain the ability to do so after a long rest. Whenever you cast *elemental weapon* using this feature or using a spell slot, you instead target yourself, extending the benefits of the spell to all improvised weapons you wield for the duration. \columnbreak #### Improved Improv At 13th level, you instead gain +2 AC from your Improvisational Fighting Feature when wielding a new improvised weapon. Additionally, when you cast *elemental weapon* using your Improvised Elements feature, you treat the spell as if you had cast it using a 5th level spell slot. When you reach 17th level and cast *elemental weapon* using this feature, treat the spell as if you had cast it using a 7th level spell slot. #### Splendid Spontaneity At 17th level, whenever you use your Spell Imitation feature to copy a spell, you may immediately cast that spell as part of the same reaction without spending a spell slot. Additionally, you may regain the use of Spell Imitation after a short or long rest. ### Capoeira Style Dancers of this style tend to focus on unarmed combat, grapples, shoves, and wrestling their opponents to the ground. #### Style Spells You gain style spells at the dancer levels listed. ##### Capoeira Spells | Dancer Level | Spells | |:----:|:-------------| | 3rd | *Earth Tremor, Thunderwave* | | 7th | *Maximilian’s Earthen Grasp, Warding Wind* | | 13th | *Erupting Earth, Wall of Sand* | | 19th | *Stoneskin, Storm Sphere* | #### Grapple Fighter At 3rd level, you may weave punches, kicks, and grapples into your combat. You may replace the extra attack granted to you from Flashing Blades with either a grapple or shove. Whenever you are grappling a creature you have half-cover against all ranged attacks and Dexterity saving throws, even if the effect triggering the save would normally bypass cover (such as the spell *fireball.*) When a creature misses you with a ranged attack roll, you can spend 1 flourish point as a reaction to cause that attack to hit a creature you are currently grappling. You gain the benefits of the Unarmed Fighting fighting style. If you already have this fighting style, choose a second fighting style chosen from this class. Lastly, you may use strength in place of dexterity for determining your AC from the Dancer's Attire feature. #### Magic of Earth and Wind Also at 3rd level, whenever you cast a style spell and would be affected by it, you automatically succeed on you saving throw against the spell, and take no damage if you would normally take half damage on a successful save. Additionally, you are immune to any negative effects the spell would normally create, such as difficult terrain created by *earth tremor* or disadvantage on Wisdom (Perception) checks from *storm sphere.* \pagebreak
#### Bodily Spirit Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage. #### Forceful Grab Starting at 9th level, your speed is no longer halved when moving while you have a creature grappled. If you successfully shove a creature while you are adjacent next to a solid object (wall, table, etc.) you may deal 1d4+your strength modifier bludgeoning damage to the creature. #### Tornado Kick At 13th level, as a bonus action, you may spend 2 flourish points to cast *gust of wind.* #### Expert Pin At 17th level, creatures you are grappling that are also prone count as being restrained and have disadvantage on Strength (Athletics) and Dexterity (Acrobatics) checks. ### Fairy Style Dancers of this style focus on elaborate step patterns and traditional dances of the fey. #### Style Spells You gain style spells at the dancer levels listed. ##### Fairy Spells | Dancer Level | Spells | |:----:|:-------------| | 3rd | *Cure Wounds, Ensnaring Strike* | | 7th | *Healing Spirit, Summon Beast* | | 13th | *Conjure Animals, Daylight* | | 19th | *Conjure Woodland Beings, Guardian of Nature* | #### Fey Familiar At 3rd level, you learn the spell *find familiar.* It counts as a dancer spell for you and doesn't count against the maximum number of spells you normally know. When you cast the spell, you can choose one of the normal forms for your familiar or a sprite. Additionally, when you take the attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction. Additionally, you learn to speak, read, and write sylvan. #### Confounding Magic At 6th level, illusion and enchantment spells you cast no longer require somatic components and you can lace your ordinary words with magic, hiding your verbal components as part of normal speech. Whenever you charm a creature, the creature does not know it was magically charmed by you after spell ends. #### Peace of Tír na Nog Starting at 9th level, you may spend 4 flourish points to cast *calm emotions.* \columnbreak #### Fairy Ring Also at 9th level, you may cast *magic circle* without expending a spell slot and without components. You may do this once and regain the ability to do so after a long rest. #### Find Fey Steed At 13th level, you learn the spell *find greater steed* and can cast it without expending a spell slot. You may do this once and regain the ability to do so after a long rest. When you cast the spell this way, your mount is always the fey creature type and always takes the form of a pegasus, but you may apply one of the following changes: - Kelpie: The creature loses its fly speed but gains a swim speed of 60 ft. and can breathe underwater. While mounted, you also gain the ability to breath underwater. - Unicorn: The creature loses its fly speed but may, as an action, restore 2d8+2 hitpoints to an adjacent creature and remove all diseases and neutralize all poisons afflicting the target. It may do this three times and regains the ability to do so at dawn. #### Dance of the Fey At 17th level, you learn the spells *conjure fey* and *Otto's irresistible Dance.* You may cast each of these without spending a spell slot once and must finish a long rest before casting them again. \pagebreak ### Dervish Style Dancers of this style are singularly devoted to their faith, often tasked with hunting down and bringing down divine wrath upon the enemies of their god. #### Style Spells You gain style spells at the dancer levels listed. ##### Dervish Spells | Dancer Level | Spells | |:----:|:-------------| | 3rd | *Inflict Wounds, Wrathful Smite* | | 7th | *Mind Spike, Tasha's Mind Whip* | | 13th | *Bestow Curse, Spirit Shroud* | | 19th | *Banishment, Locate Creature* | \pagebreak
### Flourishes Flourishes are listed in alphabetical order. If a flourish requires a saving throw your flourish DC equals 8 + your proficiency bonus + your Charisma modifier. **Bleeding Wound.** When you hit a creature with a melee weapon attack you may spend a number of flourish points up to your proficiency modifier to leave a deep wound in the target. If the creature moves, but not due to a push or pull, before the end of its next turn it takes 1d4 damage per flourish point spent. Creatures without blood or who wouldn't be hampered by this (such as a swarm of creatures) are immune to this effect. **Confusing Footwork.** When you hit a creature with a weapon attack you dance around them, confusing them. You spend one flourish point and the creature suffers disadvantage on its next attack roll against you before the end of its next turn. If you apply this to the same creature multiple times in one turn, the creature's subsequent attacks are made at disadvantage as well, once for each time this effect is applied. A creature cannot be simultaneously affected by the *Confusing Footwork* and the *Striking Pose* flourishes. **Daring Duelist.** If a creature makes an opportunity attack against you on your turn, you may spend one flourish point and immediately use your reaction to make a make a melee attack against them. You make this attack before they do. **Defensive Stance.** When you hit a creature with a melee weapon attack you may spend one flourish point to add 2 to your AC against that creature's attacks until the start of your next turn. You may only benefit from this flourish against a creature once per round. **Duck and Cover.** When you take damage from an attack, you can spend one flourish point and use your reaction to gain resistance to the attack's damage. **Evasive.** When you take the attack action, you may forgo one attack and spend two flourish points to gain the benefits of the dodge action until the start of your next turn. **Prepared Stance.** As a bonus action, you may spend one flourish point to enter a readied stance. Whenever a creature moves to a point you can reach with a melee weapon, you may make an opportunity attack with that weapon as a reaction. **Reposition.** When you hit a creature with a melee weapon attack, you can spend one flourish point to move you and the creature up to 10 feet. You must end this movement adjacent to each other and neither of you provoke opportunity attacks from other creatures. **Slip Away.** When you take the attack action, you may forgo one attack and spend one flourish point to gain the benefits of the disengage action for the rest of the turn. **Striking Pose.** When you hit a creature with a weapon attack you strike a pose, demanding your foe's attention. You spend one flourish point and the creature suffers disadvantage on its next attack against a creature other than you before the end of its next turn. If you apply this to the same creature multiple times in one turn, the creature's subsequent attacks are made at disadvantage as well, once for each time this effect is applied. A creature cannot be simultaneously affected by the *striking Pose* and the *Confusing Footwork* flourishes. **Tumble.** You may spend 1 flourish point and use your bonus action to double your jump distance until the end of the turn. Additionally, opportunity attacks against you are made with disadvantage until the end of your turn.
##### Dancer's Curved Blade The curved blade is the signature weapon of many dancers. Finely crafted, light, and intended to be wielded in either one or two hands, it is flexible and easy to maneuver with. Costing 30 gp and weighing 2 pounds it is a light, expensive weapon. A curved blade is a martial weapon and deals 1d4 slashing damage on a hit. It has the finesse, light, and versatile (1d6) properties.
##### Art Credit - Lyse Hext - [RYO](https://www.pixiv.net/en/artworks/68304654 "Webpage") - Deus - [Fanny Poulain](https://www.artstation.com/artwork/LPJAK "Webpage") - Desert Dancer - [Jun Hyunk Lee](https://www.artstation.com/artwork/L8Y0v "Webpage") - Dandelion Poet - [Lorenzo Mastroianni](https://www.artstation.com/lorenzomastroianni "Webpage") - Art by - [Na ri Shin](https://www.artstation.com/artwork/8lbYVO "Webpage") - Dancer - [Geoffrey Chan](https://www.artstation.com/artwork/go63G)
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##### Cantrips (0 Level) - Booming Blade - Flaming Flamenco* - Friends - Fulminating Fandango* - Green-Flame Blade - Light - Message - Minor Illusion - Mocking Mambo* - Prestidigitation - Pushing Pasodoble* - Resistance - Rumba Rime* - True Strike - Vicious Mockery - - ##### 1st Level - Absorb Elements - Charm Person - Color Spray - Compelled Duel - Detect Magic - Disguise Self - Dissonant Whispers - Expeditious Retreat - Faerie Fire - Grease - Heroism - Identify - Jump - Longstrider - Silvery Barbs - Sleep - Tasha's Hideous Laughter ##### 2nd Level - Blindness/Deafness - Blur - Borrowed Knowledge - Calm Emotions - Crown of Madness - Detect Thoughts - Enhance Ability - Enthrall - Hold Person - Invisibility - Kinetic Jaunt - Mirror Image - Misty Step - Nathair's Mischief - Pass Without Trace - Phantasmal Force - See Invisibility - Silence - Spike Growth - Suggestion - Vortex Warp - Zone of Truth ##### 3rd Level - Ashardalon's Stride - Catnap - Dispel Magic - Elemental Weapon - Enemies Abound - Fear - Fly - Haste - Hypnotic Pattern - Major Image - Nondetection - Sending - Slow - Tongues - Water Walk ##### 4th Level - Charm Monster - Compulsion - Confusion - Dimension Door - Freedom of Movement - Greater Invisibility - Hallucinatory Terrain - Phantasmal Killer
#### Flaming Flamenco *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** V, M (a weapon) - **Duration:** 1 round ___ As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and it becomes wreathed in fire, radiating bright light in a 5 foot radius, and gains no benefit from being invisible. until the start of your next turn. This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target. This damage increases by 1d8 at 11th level and 17th level. #### Fulminating Fandango *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** V, M (a weapon) - **Duration:** 1 round ___ As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and it is unable to take reactions until the start of its next turn. This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 lightning damage to the target. This damage increases by 1d6 at 11th level and 17th level. \columnbreak
#### Mocking Mambo *Enchantment cantrip* ___ - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** V, M (a weapon) - **Duration:** 1 round ___ As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and you subtley enchant the creature. If the target can hear you, it suffers disadvantage on the next attack roll it makes before the end of its next turn. This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d4 psychic damage to the target. This damage increases by 1d4 at 11th level and 17th level. #### Pushing Pasodoble *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** V, M (a weapon) - **Duration:** 1 round ___ As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and you push the creature back 10 feet with thunderous force. This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 thunder damage to the target. This damage increases by 1d6 at 11th level and 17th level. \pagebreak #### Rumba Rime *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** V, M (a weapon) - **Duration:** 1 round ___ As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target speed is reduced by 10 feet until the start of your next turn. This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 cold damage to the target. This damage increases by 1d6 at 11th level and 17th level.