
Dancer
Humming to herself to remember the first few steps and her line, a young elf wearing a regal tutu takes to the stage to perform for her recital. Her dance is accompanied by wind helping her leap, fire acting as her spotlight and lightning adding the trusty razzle dazzle to her spinning.
Mesmerizingly twirling and whirling with ribbons and colorful cloth, a half elf brings life to the tavern alongside a good song. Unfortunately for the crowd, he’s robbing them 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.
Hurriedly, many small children find their seats in the town square, a traveling troupe is in town. Out comes a gnome and the story begins. Through the dance, the tale of the Great Ginevra the Good is told, behind stage, other 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
A dancer always has a reason as to why they dance. This purpose guides them in life. Whether you were simply the best dancer at your local tavern, or whether you grew up with formal training. Without joy, there is no spring in your step.
Why do you dance? Is it a hobby you have excelled at? Or does it mean something deeper to you? Maybe you grew up in a culture that valued dancing, maybe it was something that brought comfort in times of sadness. Or perhaps you have ambition of rising through social circles, and balls and other such parties are your ticket to success.
Quick Build
You can make a dancer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity, followed by Constitution. Second, choose the entertainer background.
The Dancer Table
| Level | Proficiency Bonus | Features | Rhythm Dice | Dance Steps |
|---|---|---|---|---|
| 1st | +2 | Signature Dance, Unarmored Defense, Weapon Mastery | - | - |
| 2nd | +2 | Dance Steps | 2d6 | 2 |
| 3rd | +2 | Dance Style, Expertise | 3d6 | 3 |
| 4th | +2 | Ability Score Improvement | 4d6 | 4 |
| 5th | +3 | Uncanny Dodge, Fast Movement, Improved Rhythm Dice | 5d8 | 5 |
| 6th | +3 | Dance Style Feature | 6d8 | 6 |
| 7th | +3 | Tandem Footwork | 7d8 | 7 |
| 8th | +3 | Ability Score Improvement | 8d8 | 8 |
| 9th | +4 | Leading Evasion | 9d8 | 9 |
| 10th | +4 | Dance Style Feature | 10d8 | 10 |
| 11th | +4 | Improved Rhythm Dice | 11d10 | 11 |
| 12th | +4 | Ability Score Improvement | 12d10 | 12 |
| 13th | +5 | Internal Rhythm | 13d10 | 13 |
| 14th | +5 | Dance Style Feature | 14d10 | 14 |
| 15th | +5 | Persistent Performer | 15d10 | 15 |
| 16th | +5 | Ability Score Improvement | 16d10 | 16 |
| 17th | +6 | Improved Rhythm Dice | 17d12 | 17 |
| 18th | +6 | True Dedication | 18d12 | 18 |
| 19th | +6 | Ability Score Improvement | 19d12 | 19 |
| 20th | +6 | Master Dancer | 20d20 | 20 |
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 1st
Proficiencies
- Armor: None
- Weapons: Simple weapons, shortswords, scimitars
- Tools: A musical instrument, disguise kit
- Saving Throws: Dexterity, Charisma
- Skills: Choose two from Acrobatics, Athletics, Deception, Perception, Performance, Persuasion, Sleight of hand, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A shortsword or (b) a simple weapon
- (a) an entertainer's pack or (b) an explorer's pack
- A musical instrument that can be played while dancing (such as a tambourine or maracas)
- a disguise kit
Level 1: Signature Dance
You have worked on a Signature Dance that you can perform. You can perform it as a Bonus Action if you aren’t wearing armor or wielding a shield. You can perform your Signature Dance a number of times equal to your Proficiency Bonus. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
While active, your Signature Dance follows the rules below.
Agile Advantage. You have Advantage on Acrobatics checks, Performance checks, and Dexterity saving throws.
Rhythm Damage. Once per turn, when you make an attack and deal damage to the target, you gain a bonus to the damage that is equal to half your Dancer level (rounded up). Once per turn, when an ally within 5 feet of you makes an attack and deals damage to the target, they gain a bonus to the damage that is equal to half your Dancer level (rounded up).
Limited Concentration and Limited Spells. You can't maintain Concentration, and you can't cast spells, unless the spell is granted by Dancer class features, Dance Style subclass features or by Dance Steps, and you can maintain concentration on those spells.
If another Dancer is present, a creature can benefit from only one Signature Dance at a time; the creature chooses which Dance while in them.
Duration. The Signature Dance lasts until the end of your next turn, and it ends early if you don armor or wield a shield or have the Incapacitated condition. If your Dance is still active on your next turn, you can extend the Dance for another round by doing one or more of the following:
- Expend at least one Rhythm Die.
- Take a Bonus Action to extend your Dance.
Each time the Dance is extended, it lasts until the end of your next turn. You can keep this Dance going for up to 10 minutes.
Level 1: Unarmored Defense
While you aren’t wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.
Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose.
Level 2: Dance Steps
You have practiced certain step patterns that compliment your dancing. These steps are fueled by special dice called rhythm dice.
Dance Steps: You learn two Dance Steps of your choice from the "Dance Step Options" section later in this class's description, selecting from those available to all Dancers or available only to your Dance Style of choice, and you learn more as you reach higher levels, as shown in the Dance Step column of the Dancer Features table. Many steps enhance an attack in some way. You can only use one step per attack. Each time you learn a new step, you can also replace one step you know with a different one.
Rhythm Dice: You have two Rhythm Dice, which are d6s. A Rhythm Die is expended when you use it. Your Dancer level determines the number of Rhythm Dice you have, as shown in the Rhythm Dice column of the Dancer Features table.
You regain all of your expended Rhythm Dice when you finish a Short or Long Rest.
Saving Throws: If a step or feature requires a saving throw, the DC equals 8 plus your Dexterity or Charisma modifier (your choice) and Proficiency Bonus.
When you perform your Signature Dance, you can use a Dance Step that requires a Bonus Action as part of the same Bonus Action.
Level 3: Dance Style
You gain a Dancer subclass of your choice. Each of the options are detailed after this class’s description. A subclass is a specialization that grants you features at certain Dancer levels. For the rest of your career, you gain each of your subclass’s features that are of your Dancer level or lower.
Level 3: Expertise
You gain Expertise in two of your skill proficiencies of your choice.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Dancer levels 8, 10, 12, and 16.
Level 5: Uncanny Dodge
When an attacker that you can see hits you with an attack roll, you can use your Reaction to halve the attack’s damage against you (round down).
Level 5: Fast Movement
Your Speed increases by 10 feet while you aren't wearing Heavy Armor.
Level 5: Improved Rhythm Dice
Your Rhythm Die becomes a d8. At 11th level, your Rhythm Die becomes a d10. At 17th level, it becomes a d12. At 20th level, it becomes a d20.
Level 7: Tandem Footwork
When you roll Initiative, you can expend a Rhythm Die if you don't have the Incapacitated condition. When you do so, roll your Rhythm Die; you and each ally within 30 feet of you who can see or hear you gains a bonus to Initiative equal to the number rolled.
Level 9: Evasion
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. If any creatures within 5 feet of you are making the same Dexterity saving throw, you can share this benefit with them for that save. You can’t use this feature if you have the Incapacitated condition.
Level 13: Internal Rhythm
Your inner beat is so trained it persists subconsiously. Your Signature Dance lasts for 10 minutes without you needing to do anything to extend it from round to round. Your Signature Dance ends early if you have the Unconscious (not just the Incapacitated condition) or don armor or wield a Shield.
Level 15: Persistent Performer
When you roll initiative, you regain expended Rhythm Dice until you have 4 if you have 3 or fewer.
Level 18: True Dedication
Whenever you expend one or more Rhythm Dice for a dance step, you can maximize one of those dice rolls.
Level 20: Master Dancer
You have mastered the art of dancing and achieved peak performance. Your Charisma and Dexterity scores increase by 4. Your maximum for those scores is now 24.
Dance Style
Your choice of dance style reflects the reasons why you began to dance. Beginning to dedicate yourself to a certain style will help you carve out a niche you can make your own as you reach 3rd level. This does not mean you can only dance a certain way, but that you will endeavor to master the dance you have chosen until it is truly yours.
Dance of the Thrillseeker
These dancers live for the thrill. Improvement through adversity is what structures their training. Incorporating movements accomplished in the heat of the moment into their Signature Dance, Thrillseekers will sidestep danger, leap over obstacles, and forgo weapons to allow for more flexible movement. Thanks to their agility and resilience, they are always a step ahead.
Level 3: Fighting Style
You have honed your martial prowess and gain the following Fighting Style feats:
Prone Fighting: While you have the Prone condition, you don’t have Disadvantage due to the Prone condition on attack rolls, and the Prone condition doesn’t grant Advantage on attack rolls made against you.
Unarmed Fighting: When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d6 plus your Strength modifier instead of the normal damage of an Unarmed Strike. If you aren't holding any weapons or a Shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 Bludgeoning damage to one creature Grappled by you.
Level 3: Improved Critical
Your attack rolls with Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.
Level 6: Amped Strikes
Whenever you deal damage with an Unarmed Strike during your Signature Dance, it can deal your choice of Thunder damage or its normal damage type. During your Signature Dance, allies within 5 feet of you also gain this effect.
Level 6: Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Level 10: Rhythmic Momentum
Your movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce your Speed nor cause you to have the Paralyzed or Restrained conditions. You also gain a Swim Speed equal to your Speed. In addition, you can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on you.
Level 14: Reckless Thrill
You can throw aside all caution to the wind to seek the thrill of possibility. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack and damage rolls until the start of your next turn, but attack and damage rolls against you have Advantage during that time.
Level 14: Superior Critical
Your attack rolls with Unarmed Strikes can now score a Critical Hit on a roll of 18–20 on the d20.
Dance of Celestial Veneration
These dancers emulate angelic beings and the Upper Planes. Some worship deities such as Elistraee who sponsor performative art. Some take inspiration from other celestial beings of good nature. With solemn, subtle arc movements, Veneration dancers are blessed with divine energy.
Level 3: Fractal Radiance
Your inner energy manifests as glowing Reflection of yourself.
When you perform your Signature Dance, you can create two Reflections of yourself as a part of the same Bonus Action. A Reflection sheds dim light in a 10-foot radius and it disappears if it moves further than 15 feet of you or if your Signature Dance ends.
As a Bonus Action on your turn, you can move one or more Reflections up to 15 feet to a new spot within range. As a part of this Bonus Action, you can also choose to disperse one or more Reflections to restore Hit Points equal 2d8 plus your Charisma Modifier to all targets within 5 ft of it. When you cast a spell with a range of touch, a Reflection can deliver the touch.
You create an additional Reflection at 6th, 10th and at 14th level.
The maximum distance allowed between you and a Reflection increases to 30 feet at 10th level.
Level 6: Divine Safeguard
During your Signature Dance, you and allies within 5 feet of a Reflection gain a +1 bonus to AC and Saving Throws.
This benefit only applies once, regardless of how many Reflections are standing within 5 feet of you or your allies.
Level 10: Curative Wonder
Your fervent dedication to divinity grants you an additional gift. You can cast Greater Restoration without expending a spell slot. Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend 3 Rhythm Dice (no action required) to restore your use of it.
Level 14: Exalted Form
You have been rewarded for your patience and obtained a fragment of divinity from within yourself. As an action you can transcend your physical form for the duration of your Signature Dance and gain the following benefits:
- Bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
- You are immune to all damage.
- You can move in any direction and can pass through physical objects but you cannot end your turn in a space occupied by a physical object.
- The movement speed of your Reflections is doubled and the maximum distance allowed between you and a Reflection can be ignored while this is in effect.
- Dispersed Reflections reappear at the beginning of your next turn.
When you are in your Exalted Form, you cannot attack, and if you occupy the same spot as a solid object or 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. You can perform Steps that do not require an attack roll and that do not require a saving throw.
Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend 6 Rhythm Dice (no action required) to restore your use of it.
Dance of Elemental Ballet
Through extensive practice, these dancers attune to the elements and harness that power through sleek, controlled movements. Graceful as they are elegant, their control over elemental energy allows them to move quickly with precision.
Level 3: Kinetic Artistry
During your Signature Dance, you can Dash as a Bonus Action. When you perform your Signature Dance, you can Dash as part of the same Bonus Action. When you Dash, choose one of the following additional effects:
- Boreal Sweep. Icy water swirls around you. Until the end of your turn, you can move across the surface of water as if it were harmless solid ground. Additionally, when you leave a space within 5 feet of a hostile creature, you can force that creature to make a Strength saving throw against your step save DC. On a failed save, the creature is knocked prone. A creature can be affected by the water only once each turn.
- Scorching Whirl. Flames wreath your steps. Once before the end of your turn, you can force each hostile creature within 5 feet of you to make a Dexterity saving throw against your spell save DC. On a failure, a creature takes fire damage equal to your Dancer level.
- Thunderlight Jaunt. You take on a nimble lightning form. Until the end of your turn, you can move through the space of other creatures, and you do not provoke opportunity attacks. If you end your turn inside a creature’s space, you are pushed into the nearest unoccupied space.
Level 6: Favored Medium
Choose one of the following damage types: Cold, Fire, or Lightning. You gain Resistance to that damage type. During your Signature Dance, allies within 5 feet of you also gain this Resistance.
You can change your choice of damage type whenever you finish a Long Rest.
Level 10: Redirected Energy
You have learned to guide elemental energy away from you. As a Reaction when you take Cold, Fire, or Lightning damage, you can instead take no 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, this damage must be of the same damage type.
Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend 3 Rhythm Dice (no action required) to restore your use of it.
Level 14: Epitome of Ballet
You can use Redirected Energy up to three times until you finish a Long Rest unless you expend 3 rhythm dice (no action required) to restore three uses of it. You gain all three damage type resistances from Favored Medium, and you can use all three of Kinetic Artistry's options when you Dash.
Dance of Nature's Reverie
These dancers celebrate the beauty of nature, often wearing leaves, branches or flower crowns as a part of their outfit, their movements are serene, smooth and harmonious when dancing with others. Fey are amused by Reverie Dancers, who are often so lost in their dance that they do not notice how plants have begun to move in tandem with them, and grant them boons.
Level 3: Blessings of the Fey
Your attunement to nature grants you subtle magical powers, choose 2 cantrips from the Druid Spell list, you can cast them at will, and you use Charisma instead of Wisdom for attack rolls and saving throws.
Level 3: Nature's Embellishment
You can unlock the inner instincts of those around you. You can cast Enhance Ability with a range of 30 feet without spending a spell slot a number of times equal to your Charisma modifier (minimum 1). You regain all uses after completing a Short or Long rest.
Level 6: Dance of Blossoming
When you perform your Signature Dance, you can choose one of the following spells to cast as part of the same Bonus Action without spending a spell slot:
- You cast Spike Growth
- You cast Plant Growth
You and allies you designate are immune to the effects of Spike Growth.
Level 6: Land Stride
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.
Level 10: Natural Bond
You have improved your dance to the point that you can cast Commune with Nature without spending a spell slot. Additionally, trees and other plants within 120 feet move with your rhythm to the best of their abilities during your Signature Dance.
Level 10: Whimsical Elusiveness
Your deep connection to nature has granted the ability to ignore certain effects. You are immune to the Charmed condition.
Level 14: Mesmerize
Your movements have become so glamorous that you can channel the otherworldly charm of the fey.
During your Signature Dance, as a Magic Action, you can draw on this power and exude an aura of charm for up to 30 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed until the aura ends. Creatures immune to the Charmed condition are not immune to this effect and instead have Resistance to the Charmed condition, and creatures with Resistance to the Charmed condition do not have Resistance for this saving throw. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Dance of the Shadow Puppeteer
These dancers make others dance to their strings, having specialized in a forbidden technique known as the Puppet’s Dance. With lithe, subtle movements, they can merge their shadows with other individuals and take control of them. Their shadow can also allow their allies to mirror their steps, surprising the enemy with unexpected tactics.
Level 3: Shadow Waltz
You can command your shadow to waltz with a target within 5 feet of you as a Bonus Action. When you perform your Signature Dance, you can command your shadow to waltz as part of the same Bonus Action. Choose whether the target is your ally or your enemy:
Ally – The target gains the effects of your Signature Dance as if they were performing it. When you perform a dance step, they may immediately use their Reaction to perform the same step without expending Rhythm Dice. If the step requires hitting the enemy, they must roll to attack a target within range, and if the step requires Rhythm Dice to be rolled, you roll your Rhythm Dice without expending any, and if the step requires a saving throw, use your Step Save DC.
Enemy – The target must succeed on a Dexterity Saving throw, on a failure, the target is grappled. While grappled this way, the target subtracts their Dexterity modifier from their Armor Class and from Dexterity Saving Throws until it is freed or until you target another creature with your shadow.
If you or your target move more than 5 feet apart, the waltz ends.
Level 6: Shade Split
You can use Shadow Waltz on two targets at the same time, but they must be one ally and one enemy respectively, additionally the range you can be apart from either target increases to 15 feet.
Level 10: Mantle of Dusk
You gain Resistance to Necrotic and Psychic damage. When you use Shadow Waltz, add the following additional effects:
Ally – The target gains the Resistances granted by Mantle of Dusk.
Enemy – The target becomes Vulnerable to Necrotic and Psychic damage.
Level 14: Domain Expansion: Infinite Void/Empowered Shadow Shackled by Shadow
When you use Shadow Waltz, add the following effects, additionally the range you can be apart from either target increases to 30 feet:
Ally – The target has Advantage on saving throws.
Enemy – The target has Disadvantage on saving throws caused by your dance steps.
Dance of the Shifting Veil
Dancers of the Shifting Veil are swift, captivating dancers who train with special weapons to further woo the crowds. Shifting Veil style involves swinging with momentum, the best dancers of this style move so quickly spectators exclaim it is like watching three dancers move in perfect synchronization.
Level 3: Art of the Shifting Veil
The origins of this dance lie in imitation: The humble whip imitating snake fangs, scimitars to evoke feline grace, or the creative usage of polearms as a show of strength and agility. You gain proficiency with glaives, whips, and war fans, and you use Dexterity for the attack and damage rolls of these weapons provided you are not wearing armor or wielding a shield.
War fan
1d4 slashing damage, Light, Finesse, Thrown (20/60), special: When thrown, this weapon acts like a boomerang and will return to your hand after a ranged attack.
Level 3: Fighting Style
You gain a Fighting Style feat of your choice from the following list:
Dueling: When you're holding a Melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting: When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.
Interception: When a creature you can see hits another creature within 5 feet of you with an attack roll, you can take a Reaction to reduce the damage dealt to the target by 1d10 plus your Proficiency Bonus. You must be holding a Shield or a Simple or Martial weapon to use this Reaction.
Thrown Weapon Fighting: When you hit with a ranged attack roll using a weapon that has the Thrown property, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting: When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage.
Spinning Deterrent: When you are wielding a weapon with two hands, and not wearing armor, you gain a +1 bonus to AC.
Level 6: Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Level 6: Sway of the Shifting Veil
When you hit a creature with an attack using a weapon, you can move an additional 5 feet before the end of the your turn.
Level 10: Bladestorm
On each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon’s range, and that you haven’t attacked this turn.
Level 14: Unveiling
During your Signature Dance: You can take one additional action, except the Magic action. Allies can take one additional action, except the Magic action, on their turn, while they are within 5 feet of you.
Once you use this feature to gain an additional action, you can't do so again until you finish a Short or Long Rest. Once an ally uses this feature to gain an additional action, they cannot do so again until they finish a Short or Long Rest.
Dance of the Wandering Lorekeeper
Loredancers are in tune with the world around them. Their wanderlust spurs them to travel to meet new people, see new sights, and collect new stories. All the world is a stage to them. Their abilities aid them in their theatrical storytelling and their interpretative dancing on stage grant them a touch of magic.
Level 3: Minor Spectacle
Your penchant for costumes and roleplay grant you magic to enhance your performance. You gain the ability to cast Dancing Lights, Thaumaturgy and Minor Illusion and Disguise Self at will, without expending a spell slot.
If a creature takes a Study action to examine the result of one of your illusion spells, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your step save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Level 6: Dynamic Duo
You can create an illusory doppelganger to assist your performances as a Magic Action. It has AC 10, 1 hit point, a Strength of 4, it can't Attack, it can take the Help action and it's initiative is always equal to yours. If it drops to 0 Hit Points, it disappears. If it is more than 120 feet away from you, it disappears.
It obeys your every command to the best of its abilities, and you can give it orders telepathically to speak or interact with an object or person as a Bonus Action once on each of your turns. It can perform simple tasks that a human servant could do, such as fetching things, cleaning, folding clothes, lighting fires, serving food, and pulling levers. Once it completes a task, it then waits for your next order.
You can modify their appearance at will as an Action, they can mimic any voice you have heard of before. You can only control one doppelganger at a time, they remain for up to an hour until dismissed or dispersed by external means. You must complete a long rest before you can use this ability again.
To discern that your doppelganger is illusory, a creature must take the Study action to inspect your illusion and succeed on an Intelligence (Investigation) check against your step save DC.
Level 10: Major Spectacle
Your showmanship and passion has improved to the point that you can bring your stories to life with more powerful illusion magic, you gain the ability to cast Major Image and Hallucinatory Terrain without expending a spell slot.
Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend 3 Rhythm Dice (no action required) to restore a use of one of these spells.
If a creature takes a Study action to examine the result of one of your illusion spells, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your step save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Level 14: Performer's Confidence
During your Signature Dance, you radiate a an unseeable aura of confidance in a 30-foot Emanation that originates from you. You and your allies have Immunity to the Frightened condition while they within 30 feet of your aura. If a Frightened ally enters the aura, that condition has no effect on that ally while there.
Level 14: Traveler's Tales
You can cast Legend Lore without spending a spell slot and without needing material components, but you still require verbal and somatic components. Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend 3 Rhythm Dice (no action required) to restore your use of it.
Dance Steps
The steps are presented here in alphabetical order.
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Charming Serenade: When you hit a creature with an attack roll, you can expend one Rhythm Die to attempt to lock the creature into dancing with you. The target must succeed on a Wisdom saving throw or have Disadvantage on attack rolls against targets other than you until the end of your next turn. It also becomes unable to willingly move or teleport away from you until the end of your next turn. Subtract half of the Rhythm Die (rounded up) from the target's Wisdom saving throw.
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Countertwirl: When another creature damages you with a melee attack roll, you can take a Reaction and expend one Rhythm Die to make a melee attack with a weapon or an Unarmed Strike against the creature. If you hit, add the Rhythm Die to the attack's damage.
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Dancer’s Stamina: You can expend Rhythm Dice to heal yourself as a Bonus Action, you regain Hit Points equal to the amount rolled plus your Dancer level.
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Double Down: When an ally damages an enemy with an attack roll, you can take a Reaction and expend one Rhythm Die to move up to your movement speed and make a melee attack with a weapon or an Unarmed Strike against that enemy. If you hit, add the Rhythm Die to the attack's damage.
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Improvisation: As a Bonus Action, you can expend one Rhythm Die and take the Dodge action. You also roll the die and add the number rolled to your AC until the start of your next turn.
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Evasive Footwork: As a Bonus Action, you can expend one Rhythm Die and take the Disengage action. You also roll the die and add the number rolled to your AC until the start of your next turn.
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Life of the Party: (Prerequisite Level 11+ Dancer). You can expend three Rhythm Dice to cast Otto's Irresistible Dance.
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Moxie: When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can expend one Rhythm Die and add that die to the roll.
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Partner Swap: When you're within 5 feet of a creature on your turn, you can expend one Rhythm Die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and doesn't have the Incapacitated condition. This movement doesn't provoke Opportunity Attacks. Roll the Rhythm Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
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Ring around the Rosy: When you hit a creature with an attack roll, you can expend one Rhythm Die to maneuver one of your comrades into another position. Add the Rhythm Die roll to the attack's damage roll, and choose a willing creature who can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking an Opportunity Attack from the target of your attack.
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Showstopper: When a creature you can see attacks a target other than you that is within 5 feet of you, you can take a Reaction and expend one Rhythm Die to interpose with a distraction. Subtract the Rhythm Die roll from the triggering attack roll and all other attack rolls against the target until the start of your next turn if you remain within 5 feet of the target.
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Sly Footwork: When a creature you can see attacks you, you can take a Reaction and expend one Rhythm Die to gain a bonus to AC equal to the amount rolled until the start of your next turn, including against the triggering attack.
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Swagger: When you hit a creature with an attack roll, you can expend one Rhythm Die to attempt to goad the target into attacking you. Add the Rhythm Die to the attack's damage roll. The target must succeed on a Wisdom saving throw or have Disadvantage on attack rolls against targets other than you until the end of your next turn.
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Take the Stage: When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Rhythm Die to attempt to drive the target back. Add the Rhythm Die to the attack's damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.
Thrillseeker Dance Steps
The steps are presented here in alphabetical order.
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Adrenaline Rush: As a Bonus Action, you can push yourself past your limits by expending one Rhythm Die to attempt to temporarily ignore your Exhaustion Levels. Roll the Rhythm Die. Until the start of your next turn, you can ignore Exhaustion Levels equal to the amount you rolled.
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Focused Strike: (Prerequisite Level 5+ Dancer). As an Action, you can channel all of your energy into your next attack 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 your movement speed in a straight line and strike the first creature in your way, if the attack hits, you may add up to four Rhythm Dice to the damage roll plus your Dancer Level.
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Leg Sweep: (Prerequisite Level 5+ Dancer). When you hit a creature with an attack roll using an Unarmed Strike, you can expend one Rhythm Die and add the die to the attack's damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or have the Prone condition.
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Opportune Strike: After you take the Ready Action, you can expend one Rhythm Die to make an attack roll against a creature within range, add the rhythm die to damage.
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Rolling Thunder: (Prerequisite Level 7+ Dancer) 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.
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Grappling Strike: Immediately after you hit a creature with an Unarmed Strike on your turn, you can expend one Rhythm Die and then try to grapple the target as a Bonus Action. Add the Rhythm die to your Strength (Athletics) check.
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Lunging Attack: As a Bonus Action, you can expend one Rhythm Die and take the Dash action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the Rhythm Die to the attack's damage roll.
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Brace: When a creature you can see moves into the reach you have with your Unarmed Strikes, you can use your reaction to expend one Rhythm Die and make one Unarmed Strike against the creature. If the attack hits, add the Rhythm Die to the Unarmed Strike's damage roll.
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Stagger: When you hit a creature with an attack roll, you can expend one Rhythm Die to force the target off balance. Add the Rhythm Die roll to the attack's damage roll. The next attack roll against the target by an attacker other than you has Advantage if the attack is made before the start of your next turn.
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Roundhouse Kick: When you hit a creature with a melee attack roll using an Unarmed Strike, you can expend one Rhythm Die to attempt to damage another creature. 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 Rhythm Die. The damage is of the same type dealt by the original attack.
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Daring Uppercut: When you hit a creature with an attack roll using an Unarmed Strike while you have the Prone condition, you can expend one Rhythm Die to stand up. Add the rhythm die to the damage and double the damage of the rhythm die. You no longer have the Prone Condition.
Celestial Veneration Dance Steps
The steps are presented here in alphabetical order.
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Angelic Presence: As an Action, you can expend one Rhythm Die to emit an aura of benevolence. Each Undead that can see or hear you within 30 feet of you or within 30 feet of one of your Reflections must make a Wisdom saving throw. If a creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
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Angel's Flutter: (Prerequisite Level 10+ Dancer) As a Bonus Action, you can expend one Rhythm Die to gain a flying speed of 30 feet using wings of light until the end of your turn. Your Reflections as well as allies within 5 feet of you or within 5 feet of a Reflection also gain this benefit.
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Blinding Flash: (Prerequisite Level 7+ Dancer) As an Action, you can expend one Rhythm Die to force creatures within 5 feet of you to make a Constitution saving throw or they have the Blinded condition until the end of its next turn. You may also disperse Reflections to have them repeat this effect for creatures within 5 feet of each respective Reflection.
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Blessed Step: As a Bonus Action, you can expend one Rhythm Die to cast Healing Word without spending a spell slot. Additionally the target is under the effects of the Bless spell until the end of its next turn.
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Dance of Revelation: (Prerequisite Level 5+ Dancer) As an Action, you can spend three Rhythm Dice to end the effects of all spells of 3rd level or lower of the illusion school within 120 feet of you and within 120 feet of your Reflections. For each spell of 4th level or higher, make an ability check using your Charisma modifier. The DC equals 10 + the spell's level. On a successful check, the spell ends. You may disperse one Reflection to gain advantage on the ability check.
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Graceful Blessing: (Prerequisite Level 5+ Dancer) You can expend one Rhythm Die to cast Lesser Restoration.
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Light of Truth: You can expend two Rhythm Dice to cast Zone of Truth without spending a spell slot, without material or verbal components.
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Realight: As a Bonus Action, you may expend Rhythm Dice to resummon dispersed Reflections during your Signature Dance. For each Rhythm Die you expended, resummon one Reflection.
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Step of Illumination: When you hit a creature with an attack roll, you can expend one Rhythm Die to deal radiant damage. Add the rhythm die to the attack's damage roll and the next attack roll made against it before the end of your next turn has Advantage.
Elemental Ballet Dance Steps
The steps are presented here in alphabetical order.
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Changement: (Prerequisite Level 6+ Dancer) As a Reaction by spending one Rhythm Die, you can change the damage type Resistance from Favored Medium.
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Corps de Ballet: As an Action, you can expend one Rhythm Die to cast Mirror Image without spending a spell slot, the illusory duplicates are made out of the element of your choosing for visual effects, and your appearance matches them.
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Electrifying Pivot: When another creature damages you while being within 60 feet of you, you can take a Reaction and expend up to two Rhythm Dice to force the creature to make a Dexterity saving throw, taking Lightning damage equal to the rolled result plus your Dancer level on a failed save or half as much damage on a successful one.
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Elemental Assemblé: You learn the Fire Bolt, Ray of Frost, and Shocking Grasp cantrips. You may expend a Rhythm Die when you cast one of these cantrips to improve the spell in the following ways: The cantrip deals additional damage equal to the rolled result.
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Elemental Pirouette: (Prerequisite Level 9+ Dancer) By spending up to four Rhythm Dice as an Action, you can conjure a 20-foot-radius, 40-foot-high Cylinder centered on yourself. Each creature you designate in the Cylinder must make a Dexterity saving throw. A creature takes Fire, Cold, or Lightning damage (your choice) equal to the rolled result plus your Dancer level on a failed save, or half as much damage on a successful one.
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Fiery Jeté: As an Action, you can expend up to 3 Rhythm Dice to kick as you leap into the air. A stroke of fire forming a 15-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking Fire damage equal to the rolled result plus your Dancer Level on a failed save or half as much damage on a successful one.
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Icy Plié: Expend any number of Rhythm Dice as a Bonus Action to gain Temporary Hit Points equal to the rolled result plus your Dancer Level as protective magical frost surrounds you for one hour. If a creature hits you with a melee attack roll before the effect ends, the creature takes Cold equal to the Temporary Hit Points lost. The effect ends early if you have no Temporary Hit Points.
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Pas de Bourrée: (Prerequisite Level 5+ Dancer) You can expend one Rhythm Die to cast Water Walk without spending a spell slot and without material components.
Nature's Reverie Steps
The steps are presented here in alphabetical order.
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Conjure Audience: (Prerequisite Level 7+ Dancer) You can expend two Rhythm Dice to cast Summon Fey without spending a spell slot.
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Dazzling Spotlight: By expending one Rhythm Die, you can cast Faerie Fire without spending a spell slot.
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Bewitching Burlesque: As an Action, you can expend one Rhythm Die to force a number of creatures that can see you and that are within 60 feet of you, equal to your Charisma modifier, to make a Wisdom saving throw. On a failed save the creatures are distracted. The next attack roll against a target who failed the save by an attacker other than you has Advantage if the attack is made before the start of your next turn.
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Ensnaring Sway: As a Bonus Action you can expend a Rhythm Die to conjure up a vine that binds a target within 30 feet of you, the target must succeed on a Strength saving throw or take Bludgeoning damage equal to the rolled total and become grappled. On a success the target takes half as much damage and is not grappled. The target can repeat the save at the start of their turn.
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Follow the Leader: You can expend one Rhythm Die to cast Mirror Image without spending a spell slot.
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Forest Frolic: (Prerequisite Level 10+ Dancer) You can expend three Rhythm Dice to cast Tree Stride without spending a spell slot.
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Foxtrot: You can expend one Rhythm Die to cast Pass Without Trace without spending a spell slot and without material components.
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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.
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Snare Step: You can expend one Rhythm Die to cast Entangle without spending a spell slot.
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Step of the Fey: You can expend one Rhythm Die to cast Misty Step without spending a spell slot.
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Swing Step: (Prerequisite Level 9+ Dancer) You can expend three Rhythm Dice to cast Grasping Vine without spending a spell slot.
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Whimsical Step: You can expend one Rhythm die and a Bonus Action to shroud creatures within 60 feet of you up to your Charisma Modifier in silvery mist, the targets must make Charisma saving throws, 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. If no target fails their save and if no target is willing, you remain where you are.
Shadow Puppeteer Dance Steps
The steps are presented here in alphabetical order.
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Cursed Waltz: As a Bonus Action or as part of the same Bonus Action to use Shadow Waltz, you can expend one Rhythm Die to curse the enemy your shadow is waltzing with for 1 minute, the target takes Necrotic damage equal the rolled amount and cannot regain Hit Points so long as it is grappled by Shadow Waltz. Also, choose one ability score: Until the curse ends, the target has Disadvantage on ability checks made with the chosen ability.
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Shadowsculpt: As an Action, you can expend one Rhythm Die to cast Disguise Self without expending a spell slot.
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Shadowsnare Technique I: As an Action, you can expend two Rhythm Dice to cast Dominate Beast on an enemy your shadow is waltzing with without expending a spell slot.
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Shadowsnare Technique II: (Prerequisite Level 5+ Dancer) As an Action, you can expend one Rhythm Dice to cast Hold Person on an enemy your shadow is waltzing with without expending a spell slot.
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Shadowsnare Technique III: (Prerequisite Level 10+ Dancer) As an Action, you can expend three Rhythm Dice to cast Dominate Person on an enemy your shadow is waltzing with without expending a spell slot.
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Shadowsnare Technique IV: (Prerequisite Level 16+ Dancer) As an Action, you can expend four Rhythm Dice to cast Dominate Monster on an enemy your shadow is waltzing with without expending a spell slot.
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Shadow Step: (Prerequisite Level 9+ Dancer) While entirely within Dim Light or Darkness, you can use a Bonus Action to teleport up to 60 feet to an unoccupied space you can see that is also in Dim Light or Darkness by expending one Rhythm Die. You have the Invisible condition until the end of your next turn.
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Soulbond: (Prerequisite Level 5+ Dancer) As an Action, you can expend one Rhythm Die to cast Warding Bond on an ally your shadow is waltzing with.
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Umbrakinesis: (Prerequisite Level 9+ Dancer) As an Action, you can expend three Rhythm Dice to cast Animate Objects without expending a spell slot.
Shifting Veil Dance Steps
The steps are presented here in alphabetical order.
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Disarming Strike: When you hit a creature with an attack roll, you can expend one Rhythm Die to attempt to disarm the target. Add the Rhythm Die roll to the attack's damage roll. The target must succeed on a Strength saving throw, or it drops one object of your choice that it's holding, with the object landing in its space.
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Feint: As a Bonus Action, you can expend one Rhythm Die to feint, choosing one creature within 5 feet of yourself as your target. You have Advantage on your next attack roll against that target this turn. If that attack hits, add the Rhythm Die to the attack's damage roll.
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Flicker: After you use a Dance Step other than Flicker, you can immediately attack a target within melee range as a part of the same Action. If you hit, expend a Rhythm Die and add the rolled result to the damage. You must be wielding a war fan to use this step.
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Lunging Attack: As a Bonus Action, you can expend one Rhythm Die and take the Dash action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the Rhythm Die to the attack's damage roll.
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Parry: When another creature damages you with a melee attack roll, you can take a Reaction and expend one Rhythm Die to add the number you rolled to your AC, including against the triggering attack. You must be wielding a weapon for this effect to apply.
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Pole Vault: As an Action, you can expend a Rhythm Die to pole vault towards a target within your weapon's range to strike from above, the target must succeed on a Dexterity saving throw, if they fail, they take an additional weapon’s die worth of damage and you roll the Rhythm Die to add to the damage roll. You must be wielding a glaive, spear, or a quarterstaff to use this Step.
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Precision Attack: When you miss with an attack roll, you can expend one Rhythm Die, roll that die, and add it to the attack roll, potentially causing it to hit.
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Quick Toss: As a Bonus Action, you can expend one Rhythm Die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the Rhythm Die to the weapon's damage roll.
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Riposte: When a creature misses you or an ally within your weapon's range with a melee attack, you can use your Reaction to make a melee weapon attack against the creature. If you hit, you and expend one Rhythm Die add the rolled result to the attack's damage roll.
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Saber Dance: As an Action you can expend a Rhythm Die to force every creature within range of your weapon to make a Dexterity saving throw or take Slashing damage equal to the roll of your Rhythm die plus your Dancer Level. You must be wielding a scimitar to use this step.
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Spin Switch: (Prerequisite: Partner Swap Step) The range of Partner Swap is equal to your weapon's range. Additionally, you can target unwilling creatures with this step. The target must succeed on a Strength saving throw or be pulled up to your weapon's range towards you. You must be wielding a whip for these effect to apply.
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Tangling Serpent Step: As an Action, you can expend a Rhythm Die to increase the reach of your whip to 30 ft until the start of your next turn and can immediately attempt to grapple a target within range using your whip, add the rhythm die to the grapple check. You can also use this to lasso onto objects such as poles, hooks, or tree branches, which does not expend a Rhythm Die.
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Unveil: When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your Reaction to expend one Rhythm Die and make one attack against the creature, using that weapon. If the attack hits, add the Rhythm Die to the weapon's damage roll.
Wandering Lorekeeper Dance Steps
The steps are presented here in alphabetical order.
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Assist: You can expend a Rhythm Die to take the Help action as a Bonus Action.
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Encore: When you take the Attack action on your turn, you can replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Rhythm Die. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike, adding the Rhythm Die to the attack's damage roll on a hit.
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Hustle Dance: As an Action you can expend as many Rhythm Dice as you want (minimum of 1), each creature of your choice that can hear or see you within 30 feet of you regains Hit Points equal to the amount rolled + your Charisma modifier (minimum of 1).
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Pratfall: You can expend one Rhythm Die to cast Tasha's Hideous Laughter without spending a spell slot.
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Rallying Performance: You can use an Action and expend one Rhythm Die to bolster the resolve of your companions. When you do so, each creature of your choice that can hear or see you within 30 feet of you gains Temporary Hit Points equal to the rolled result plus your Charisma modifier.
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Recall Line: As a Reaction, when an ally within 120 feet of you fails an Intelligence, Wisdom, or Charisma check, you can expend 1 Rhythm Die to have them reroll and add the rhythm die to the roll.
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Sobering Slap: As an Action you can expend one Rhythm Die to end the Frighten condition as well as the effects of Charm and Paralysis on an ally within 5 feet of you.
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Stage Enter/Stage Exit: As a Bonus Action you can expend one Rhythm Die to shroud yourself in silvery mist and teleport up to 30 feet to an unoccupied space that you can see. You can also choose to instead switch places with your illusory doppelganger.
Multiclassing
- Ability Score Minimum: Dexterity and Charisma 13
- Armor: None
- Weapons: Simple weapons
- Tools: One musical instrument of your choice
Rhythmic Adept Feat
You have trained to perform special dance steps. You gain the following benefits:
- 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 d6. This die is used to fuel your steps. A Rhythm Die is expended when you use it. You regain your expended Rhythm Die when you finish a Short or Long rest.
The Dancer
The "Dancer" is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.”
Artist Credits: Cover Art: Olga Tereshenko
Page 2: Primrose Azelhart from Octopath Traveler, Square Enix
Page 5: Zahir, official character art for Black 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
Page 11: MochiMalha
Page 12: Imaginary Friend
Page 13: Allesandra Pissano Magic the Gathering Card "Radiant Performer"
Page 14: tezy8art
Page 15: Chris Seaman Magic the Gathering Card "Boon Reflection"
Page 16: Marta Nael Magic: The Gathering Card "Elemental Masterpiece"
Page 17: Jason Engle
Page 18: Noirsnow Ruined Karma - League of Legends fanart
Page 19: István Dányi
Page 20: Eelis Kyttanen MTG: "Celebrate the Harvest"
Page 21: Joshua Raphael MTG: "Fleetfoot Dancer"