


Dancer
| Level | Proficiency Bonus | features | special dance |
|---|---|---|---|
| 1st | +2 | Unarmored Defense, Dancing Style, Flowing motion | - |
| 2nd | +2 | Dancer’s Agility, Special Dance | 1d4 |
| 3rd | +2 | Improved Movement | 1d4 |
| 4th | +2 | Ability Score Improvement | 1d4 |
| 5th | +3 | Dancing style feature, Spotlight, Follow my lead | 2d4 |
| 6th | +3 | Passion For The Stage | 2d4 |
| 7th | +3 | Elusive Dance | 2d4 |
| 8th | +3 | Ability Score Improvement | 3d4 |
| 9th | +4 | Evasion | 3d4 |
| 10th | +4 | Reliable Performance, Inspiring Motion | 3d4 |
| 11th | +4 | Dancing style feature, Overflowing Vitality | 4d4 |
| 12th | +4 | Ability Score Improvement | 4d4 |
| 13th | +5 | Sudden Dance | 4d4 |
| 14th | +5 | Dancing style feature | 5d4 |
| 15th | +5 | Unrestrainable, Invigorating Dance | 5d4 |
| 16th | +5 | Ability Score Improvement, Perfect Body | 5d4 |
| 17th | +6 | Synchronized Steps | 6d4 |
| 18th | +6 | flattering audience | 6d4 |
| 19th | +6 | Ability Score Improvement | 6d4 |
| 20th | +6 | Dance Mastery | 6d4 |
Class Features
As a Dancer, you gain the following class features
Hit Points
- Hit Dice: 1d10 per Dancer level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (o 6) + your Constitution modifier per Dancer level after 1st
Proficiencies
- Armor:
- Weapons: simple weapons, short swords, scimitar, rapier
- Saving Throws: Dexterity, Charisma
- Skills: choose three from: Acrobatics, Athletics, Persuasion, Deception, Intimidation, Perception, Stealth, Sleight of hand and performance
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a simple weapon, (b) a shortsword, (c) a rapier or (d) a weapon with the reach property ( if proficient)
- an Entertainer's Pack
- two daggers
Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.
Dancing Style
At 1st level, you dedicate yourself to a dancing style. Your choice grants you features at 1st level and again at 5th, 11th, and 14th level.
Flowing Motion
Starting at 1st level, your graceful movements empower your defense and support your agility.
Whenever you move at least 10 feet during your turn, you gain one of the following benefits of your choice until the start of your next turn:
- You gain a +1 bonus to your Armor Class.
- You can move through non-hostile creatures’ spaces without expending extra movement.
- Your movement does not provoke opportunity attacks.
Special Dance
Starting at 2nd level you can use an action to grant every creature you choose within a 10 feet an amount of temporary hit points determined by your class table. At 5th level you can add your charisma modifier to the temporary hit points it granted.
dancer’s agility
Starting at 2nd level Whenever you take the Dash or Disengage action or use the special dance feature, you can choose one of the following effects:
- Trail of Elegance: Until the start of your next turn, the first creature that hits you with an attack has disadvantage on the attack roll, provided you moved at least 10 feet during the turn.
- Coordinated Surge: A friendly creature within 30 feet of you can use its reaction to move up to half its speed without provoking opportunity attacks.
- Choreographic Slash: If you moved at least 10 feet during the turn, you can make a weapon attack as a bonus action.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and regain all expended uses after completing a long rest.
Improved movement
Starting at 3rd level your walking speed increases by 10 feet and your climbing speed is equal to your walking speed, additionally at 6th level you become immune to difficult terrain, at 11th level your walking speed bonus becomes 20 feet instead of 10.
Also when you have prone you can stand up without expending any movement
Ability Score Improvement
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Spotlight
Starting at 5th level, whenever you or a friendly creature within 30 feet of you must make a saving throw againts being charmed or frightened the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
Follow My Lead
Starting at 5th level, once per turn, when a creature benefits from your Special Dance, you can use your reaction to allow that creature to move 5 feet without provoking opportunity attacks.
passion for the stage
Starting at 6th level you have advantage on saving throws against being charmed or Frightened.
Elusive Dance
Starting at 7th level whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
Evasion
Beginning at 9th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Reliable Performance
Starting at 10th level Whenever you make an ability check that lets you add your Charisma bonus, you can treat a d20 roll of 9 or lower as a 10.
Inspiring motion
When you use your Special Dance feature, you can choose one affected allied creature. That creature can immediately use its reaction to do one of the following:
- Move up to 10 feet
- Make a weapon attack
- use a bonus action
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Overflowing Vitality
Starting at 11th level, when you use the special dance feature and if the creatures dont take the temporary hit points granted by it they gain that hp as healing but the healing doesn't consider the charisma modifier
Sudden Dance
Starting at 13th level you can add your Charisma modifier to your initiative and the one of your allies, you can use this feature again after completing a long rest.
Unrestrainable
Starting at 15th level you have advantage on saving throws made against the Grappled and Restrained conditions.
Invigorating Dance
Starting at 15th level when you use Special dance you can choose one creature, you can give that creature an additional action on its next turn.
Perfect Motion
Your body becomes a flawless instrument of rhythm and grace. Starting at 16th level you gain proficiency in one saving throw of your choice that you don’t already have.
In addition, whenever you succeed on a Dexterity saving throw, you may use your reaction to move up to 10 feet without provoking opportunity attacks.
Synchronized Steps
Starting at 17th level, your movements inspire those around you to act in perfect unison.
Whenever you move on your turn, you can choose a number of allies equal to your charisma modifier within 30 feet of you that can see or hear you. Each of the chosen allies can use their reaction to immediately do one of the following:
- Move up to half their speed without provoking opportunity attacks
- Make one weapon attack
- Take the dodge action
- Cast a cantrip with a casting time of 1 action
You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.
You can trigger this effect once per turn.
If both chosen allies take the same type of action using this feature, they have advantage on that action.
Flattering Audience
Starting at 18th level when you roll a 1 when you use your special dance feature, you can reroll the die and must use the new roll, even if the new roll is a 1.
Dance Mastery
Starting at 20th level your Charisma and Dexterity scores increase by 4. Your maximum for those scores is now 24.
Temporary Hit Points Rules
Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren't actual hit points; they are a buffer against damage a pool of hit points that protect you from injury.
When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage.
Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points.
Healing can't restore temporary hit points, and they can't be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22.
If you have 0 hit points, receiving temporary hit points doesn't restore you to consciousness or stabilize you. They can still absorb damage directed at you while you're in that state, but only true healing can save you.
Unless a feature that grants you temporary hit points has a duration, they last until they're depleted or you finish a long rest.
Dancing Style
Martial Style
Bonus Proficiencies
Starting at 1st level you gain proficiency with Glaive, Halberd, Lance and Pike.
Martial Step
Starting at 1st level whenever you finish a long rest, you can choose one weapon that you are proficient with. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest or choose a different weapon.
Martial Exhibition
Starting at 5th level when a creature is affected by special dance you can also grant it a bonus equal to your charisma modifier on its next Melee weapon attack until the end of its next turn.
Surprising Attack
Starting at 11th level, when you use your Special Dance feature, you can use your action to make a melee weapon attack against each hostile creature within the range of your weapon. You make one attack roll for each creature. On a hit, the creature's movement speed is reduced by 10 feet.
At 17th level the movement speed of the creature is reduced by 15 feet.
Nimble Dance
Starting at 14th level when you take the dodge action you can add your proficiency bonus to your armor class.
Arcane Style
Ritual Dance
Starting at 1st level you are able to cast spell based on the following table, your spellcasting ability is Charisma and your spell list is at the bard spell list. You can use a weapon that you are proficient with as a spellcasting focus for your dancer spells.
| Dancer's Level | Cantrips Known |
Spells Known |
1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1st | 2 | 2 | 2 | — | — | — | — |
| 2nd | 2 | 3 | 2 | — | — | — | — |
| 3rd | 2 | 4 | 3 | — | — | — | — |
| 4th | 2 | 5 | 3 | — | — | — | — |
| 5th | 3 | 6 | 4 | 2 | — | — | — |
| 6th | 3 | 7 | 4 | 2 | — | — | — |
| 7th | 3 | 8 | 4 | 3 | — | — | — |
| 8th | 3 | 9 | 4 | 3 | — | — | — |
| 9th | 3 | 10 | 4 | 3 | 2 | — | — |
| 10th | 4 | 11 | 4 | 3 | 2 | — | — |
| 11th | 4 | 12 | 4 | 3 | 3 | — | — |
| 12th | 4 | 12 | 4 | 3 | 3 | — | — |
| 13th | 4 | 13 | 4 | 3 | 3 | 1 | — |
| 14th | 4 | 13 | 4 | 3 | 3 | 1 | — |
| 15th | 4 | 14 | 4 | 3 | 3 | 2 | — |
| 16th | 4 | 14 | 4 | 3 | 3 | 2 | — |
| 17th | 4 | 15 | 4 | 3 | 3 | 3 | 1 |
| 18th | 4 | 15 | 4 | 3 | 3 | 3 | 1 |
| 19th | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20th | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
Inspiring Exhibition
Starting at 5th level when a caster is affected by special dance you can also grant him a bonus equal to your charisma modifier on his Spell Save DC until the end of his next turn.
Dancer’s Impact
Starting at 11th level, when you use your Special Dance feature, you can unleash a powerful shockwave of energy that ripples outward from your performance. Each hostile creature within 10 feet of you must make a Strength saving throw against your Spell Save DC. On a failed save a creature takes damage equal to your Special Dance dice in thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half damage and isn’t pushed.
At 17th level, the push distance increases to 15 feet.
Encore
Starting at 14th level when you see a creature cast a spell with a spell slot you have, you can use your reaction to memorize the spell, you can then use your action to cast the memorized spell without expending a spell slot, you can use this feature again after completing a long rest.
Alluring style
Dance Mastery
Starting at 1st level, when you move at least 10 feet during your turn, creatures of your choice within 5 feet of you have disadvantage on the next attack roll they make before the end of their next turn.
You also choose two of the following: Performance, Deception, Insight, or Disguise Kit. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Charming Step
starting at 5th level once per turn when you enter melee range of an enemy, the creature must succeed on a Charisma saving throw against your Step DC
if they fail the saving throw they are charmed by you until you or your companions do anything harmful to it or a minute passes. If a creature succeded the saving throws they are immune to this feature for 1 hour
Charismatic Presence
Starting at 11th level, when you reduce a creature’s speed to 0 (by any means), or when a creature is charmed by one of your abilities, you can choose one of the following effects:
- That creature cannot take reactions until the start of its next turn.
- You can use your reaction to immediately move up to half your speed without provoking opportunity attacks.
- The creature grants advantage on the next saving throw or attack roll made against it before the end of your next turn.
You can use this feature a number of times equal to your Charisma modifier (minimum of once) per long rest.
The Greatest Distraction
Starting at 14th level, when you use your Special Dance, choose one creature that can see you within 30 feet. That creature must succeed on a Charisma saving throw or be affected by your overwhelming allure for 1 minute. While affected:
- The creature’s speed is halved
- It grants advantage on all attacks made against it
- It cannot target you with harmful abilities, spells, or attacks
The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once a creature succeeds, it is immune to this feature for 24 hours. You may use this feature once per long rest.
Theatrical Style
Exceptional interpretation
Starting at 1st level, you are a master of mimicry and performance. When you see a creature make an ability check, you can use your reaction to memorize the result (not the modifier).
Until the end of the next hour, when you make the same type of check (e.g., Sleight of Hand, Stealth, Insight), you can replace your d20 roll with the memorized result. You may only have one result stored at a time.
Additionally, you gain proficiency in the Disguise Kit and one of the following skills: Deception, Performance, or Insight.
If you're already proficient, you gain expertise in it instead.
Fearfull Step
starting at 5th level once per turn when you enter melee range of an enemy, the creature must succeed on a Charisma saving throw against your Step DC
if they fail the saving throw they are Frightened by you for a minute, If a creature succeded the saving throws they are immune to this feature for 1 hour
Amazing troupe
Starting at 11th When you use your Special Dance, you can create a duplicate illusory version of yourself within 10 feet. This illusion lasts until the start of your next turn. The first time a creature targets you with an attack during that time, you can choose to make it target the illusion instead. The illusion is destroyed after being targeted.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Character or reality?
Your mind and presence become indistinguishable from illusion. You gain the following benefits:
- Your thoughts can’t be read, and you can present false thoughts (Deception vs Insight).
- You are immune to Zone of Truth and Divination spells unless you choose to be affected.
- Once per long rest, when you are reduced to 0 HP, you can drop to 1 HP instead and immediately move up to half your speed without provoking attacks — leaving behind a fading illusion of yourself.
Rhythmic Style
Guarding Rhythm
As long as you end your movement within 5 feet of an ally, you may form a subtle bond. Until the start of your next turn:
- the first time that ally takes damage, they may reduce the damage by an amount equal to your Dancer level.
- And they can add 1d4 to the next saving throw they make.
You can use this feature a number of times equal to your Charisma modifier per long rest.
Beat of Protection
Starting at 5th level While affected by your Special Dance, a creature can use its reaction when hit by an attack to roll a d4 and subtract the result from the damage taken.
The creature may do this once per turn while the temporary hit points from your dance remains.
Echoing Rythm
Starting at 11th level When you use your Special Dance, its effects echo with rhythmic energy. At the start of your next turn, you may choose one additional creature within 10 feet of you. That creature gains the same benefit from your Special Dance as if it had been affected when you first activated it.
This echo effect does not require an action.
Trance Of The ancients
Once per long rest, you can enter a ritual trance as a bonus action, which lasts for 1 minute. While in this trance:
- You have resistance to all damage.
- The radius of your Special Dance increases to 30 feet.
- You gain advantage on all Charisma checks.
The trance ends early if you become incapacitated or if you choose to end it (no action required).
Hatsune Miku Style
Your body and voice merge into sound waves that enchant allies and confuse enemies. Through dance and the power of vibrations, you channel sonic energy to control the battlefield.
Resonant Voice
When you choose this style at 1st level, you learn the Thaumaturgy cantrip. Additionally, you can use your voice to emit sound waves that influence combat.
- Whenever you move at least 10 feet during your turn, you can emit a sound wave that deals 1d4 sonic damage to one creature within 10 feet of you (Constitution save for half damage). The damage increases to 2d4 at 6th level, 3d4 at 14th level, and 4d4 at 18th level.
- When you emit this sound wave, you can choose to move an additional 5 feet without provoking opportunity attacks.
Harmonic Surge
Starting at 5th level when you use your Special Dance, you unleash a surge of harmonic energy that boosts your allies and weakens enemies.
For 1 minute, allies who benefit from your Special Dance gain the following benefits:
- When they hit with an attack, they deal additional thunder damage equal to your Charisma modifier.
- When they take damage, they can use their reaction to become partially intangible through vibrating sound, allowing them to move up to 5 feet through creatures or objects (no squeezing) without provoking opportunity attacks.
You can use this feature a number of times equal to your Charisma modifier (minimum once), regaining all uses after a long rest.
Projection Twin
Starting at 11th level as a bonus action, you can summon a holographic duplicate of yourself in an unoccupied space within 30 feet. It lasts for 1 minute or until you lose concentration (as if concentrating on a spell). The duplicate is intangible, radiant, and mimics your movements.
While active:
- You can perform Special Dance or Sonic Strike as if you were in the duplicate’s space.
- When you or an ally within 10 feet of the duplicate are targeted by an attack, you can use your reaction to impose disadvantage on the attack roll.
- When you or your duplicate move at least 10 feet during your turn, you can emit a burst of sonic energy (as per Resonant Voice). You can do this once per turn.
You can use this feature once per long rest. At 17th level, twice per long rest.
Miku Miku Beam
Starting at 14th level as an action, you can channel a powerful focused sonic beam in a line 60 feet long and 10 feet wide. Each creature in the line must make a Constitution saving throw, On a failed save, they take 6d6 thunder damage and are stunned until the end of your next turn. On a successful save, they take half damage and are not stunned.
You can use this feature once per long rest. At 17th level, twice per long rest.
Credits
Image
Cover art Mobious Final Fantasy
Changelog
Version 1.1
- Changed the hit die from a d8 to a d10
- Removed the dodge option from the Dancer agility feature
- Now you can disengage and dash with Dancer agility as opposed to disengage and dodge
- Acrobatic dance was fused with dancer agility
- Improved movement now gives immunity to difficult terrain and bonus walking speed based on the level
- Dancing style feature is shifted to level 5 as opposed to level 6
- Passion for the stage is shifted to level 6 as opposed to level 8
- Evasive dance was renamed evasion and shifted to level 9
- Reliable performance was shifted to level 10 as opposed to level 15
- Sudden Dance was shifted to level 13 as opposed to level 17
- Unrestrainable is the new 15th level ability
- Special Dance is the new 17th level ability
- Perfect Body is the new 18th level ability
- Fixed some translation mistake
Version 1.2
- Fixed some translation mistake
- Changed the persuasive step feature to the charming step feature
- Added proficiency with scimitars
- Added the Spotlight feature on 5th level
- Exceptional interpretation was shifted to the 1st level
- removed the Impersonate feature
- added the 5th level feature Fearfull step
Version 1.3
- fixed missing level in the Charming step and Fearfull step feature
- removed improved critical
- separated martial dance in bonus proficiencies and martial step
- fixed some typing mistake
- re-added the dodge option to dancer agility
- shifted perfect body from 18th to 16th level
- shifted special dance from 17th level to 2nd level
- changed the special dance feature
- changed the inspiring exhibition feature
- changed the arcane step feature
- removed the extra attack feature
- added the martial exhibition feature
- added incredible footwork feature
- added invigorating dance feature
- added Flattering audience feature
Version 1.4
- changed perfect body to give proficiency with all saving throws
- changed the spell list to a custom one to the bard spell list
- changed cover art
Version 1.5
- changed some text for more clarity
- fixed the greatest distraction feature not having a cost or uses
- changed arcane step feature with the Dancer’s Impact feature.
- changed perfect body feature with the perfect motion feature.
- changed incredible footwork feature.
- added Rhythmic Style subclass
Version 1.6
- changed special dance
- added the follow my lead feature
- removed the incredible footwrok feature
- added the synchronized steps feature
- added flowing motion feature
- changed dancer's agility
- changed improved movement
- changed dancer's impact
- changed surprising attack
- added a reminder on temp hp rules
- changed dance mastery feature
- changed charismatic presence feature
- changed greatest distraction feature
- changed amazing troupe feature
- reworded characther or reality feature
- changed the exceptional interpretation feature
Version 1.7
- added the Hatsune miku subclass (joke subclass not to be taken seriously)