The Dancer Class

by TurtleKnight

Search GM Binder Visit User Profile

The Dancer

The Dancer

Spinning gracefully in a moonlit glade, an elven dancer moves with ethereal fluidity, her motions telling tales of ancient rituals and millennium-old ceremonies. With each twirl, her dance invokes ancient memories, establishing a connection with the natural world and a charming rhythm that captivates all who witness.

In the heart of a bustling city square, a nimble halfling dancer entertains the crowd with agile steps and mesmerizing gestures. Her performance distracts and beguiles the guards while her companions slip unnoticed through the shadows.

A tiefling dancer, adorned in vibrant silks, gracefully manipulates flames with every movement, creating a mesmerizing display of fire and dexterity. She leaps onto a towering ogre, engulfing it from top to bottom in flames.

All of them, dancers, whether celebrating their culture, captivating audiences, or defeating enemies, use their bodily agility through their movements to achieve their goals.

Effort and Repetition

Dancers, as masters of honed steps, employ carefully crafted choreographies that transcend artistic expression. Each step is a manifestation of refined skill, the result of years of dedication and relentless practice. The dance steps used form a symphony of calculated movements that can be used lethally in battle or mesmerizingly in cities, each executed with grace and harmony.

Pushing the Body to the Extreme

To the untrained eye, distinguishing a mere artist from an authentic dancer is a challenging task. Anyone can learn to dance, but genuine dancers embody the pinnacle of bodily expression. Set apart by the unique ability to transcend the limits of the body, reaching far beyond ordinary capacity. This gift sets them apart, making them the focal point of wherever they are.

Few dancers are content to stay in the same place for long. Driven by the relentless pursuit of new audiences to enchant, new steps to incorporate, and even new challenges to overcome. For many dancers, the thrill comes off the stage; true satisfaction lies in overcoming challenges or even facing the most unexpected monsters.

Creating a Dancer

When creating a dancer character, think about the root of their skills: were you a noble who had extensive lessons in various dance and combat styles since childhood? Did you learn all the artistic expressions of your village, becoming a master of ceremonies? Did you live and work in a circus from your earliest memory? Or was it just a natural gift, seeing movements and replicating them later?

Now, consider your call to adventure. Were you drawn by the promise of fame and wealth? Did you feel the need to defend the lands from a horrifying evil? Were you forced into adventure by a higher force?

1
2

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

Skills:

Armor: None
Weapons: Simple weapons, rapiers, short swords
Tools: Sewing tools
Saving Throws: Dexterity, Charisma
Skills: Choose 2 from stealth, sleight of hand, history, perception, deception, intimidation, and persuasion.

Starting Equipment:

Choose one of the options below:

  • (a) a rapier (b) a shortsword or (c) any simple weapon
  • (a) 3 daggers or (b) 10 darts
  • (a) an Artist's Pack or (b) an Explorer's Pack
  • Sewing tools
  • Alternatively, you can start with 5d4 × 10 gp to purchase your own equipment.

Quick Build

You can quickly build a dancer by following these suggestions. First, place your highest ability score in Dexterity, followed by Charisma. Second, choose the artist background. Third, choose the dance moves: Rhythmic Strike, Foot Tread, and Graceful Tumble.

Show Star

You gain proficiency in Performance and Acrobatics. If you already have proficiency in these, choose other skills from the dancer class.

Dance Moves

You fight with grace; a dancer can push their body to the extreme, utilizing their art in battle.

When you use a Dance Move, you accumulate fatigue. You can use them without issue until reaching your body limit described in the Dancer table. After exceeding this limit, you take irreducible necrotic damage equal to the fatigue value beyond the limit. For example, if your bodily limit is 5, and you use a dance move that generates 5 fatigue, you reach 5 points. In the next turn, you use another dance move with a cost of 3, bringing you to 8 fatigue points and receiving 3 damage. You can only use a dance move if you are not wearing armor, shields, or heavy weapons. Your fatigue is reset after a long rest.

You know a number of dance moves as shown in the Dancer table.

Dance Save DC = 8 + your proficiency bonus +

your Charisma modifier

The available dance moves are described at the end of the document.

The Dancer
Lvl Proficiency Bonus Features Know moves Known Performances Body Limit
1st +2 Show Star, Dance Moves, Unarmored Defense 3 8
2nd +2 Battle Rhythm, Dance Performances 3 1 10
3rd +2 Dance Style, Recognizing Talent 3 1 12
4th +2 Ability Score Improvement 4 2 14
5th +3 Improved Dance Moves 4 2 16
6th +3 Style feature 4 2 18
7th +3 Evasion 5 3 20
8th +3 Ability Score Improvement 5 3 22
9th +4 Opening Pose, Coordination and Posture 5 3 24
10th +4 Revitalizing Breaks 6 3 26
11th +4 Style feature 6 4 28
12th +4 Ability Score Improvement 6 4 30
13th +5 Stage Star 7 4 32
14th +5 Victory to the Elegant 7 4 34
15th +5 Whole of Body 7 5 36
16th +5 Ability Score Improvement 8 5 38
17th +6 Signature Movement 8 5 40
18th +6 Style feature 8 5 42
19th +6 Ability Score Improvement 9 6 44
20th +6 Soulful Expression 9 6 46

Unarmored Defense

Starting at 1st level, when you are not wearing any armor or wielding a shield, your Armor Class is 10 + your Dexterity modifier + your Charisma modifier.

3

Continuous Training

After you reach a new level, you may exchange up to 1 dance move you know, representing your constant training in your art.

Battle Rhythm

You flow with the moment. Starting at 2nd level, if you have moved this turn and are not wearing armor or a shield, your first attack roll or damage roll receives a bonus of 1d4. You must decide whether the bonus goes to the attack or the damage before rolling any dice. The die becomes a d6 at 5th level, a d8 at 10th level, a d10 at 15th level and a d12 at 20th level.

Dance Performances

A dancer can engage in extended performances for various purposes. Starting at level 2, you know a number of performances equal to the dancer's table. You can only performe once in a short or long rest.

Dance Style - Archetype

Upon reaching the 3rd level, choose a Dance Style that best represents your Dancer's training: Flame Dancer, Battle Dancer, Sky Dancer, Euphoria Dancer or Stone Dancer; all detailed at the end of this class.

Your Dance Style grants features at 3rd level and again when you reach the 6th, 11th, and finally, the 18th level.

Recognizing Talent

Upon reaching the 3rd level, your eyes are as sharp as your body, discerning the physical capabilities of a person or creature. By observing someone, you can estimate if they are capable of running, swimming, and climbing. You can also discern if they engage in any physical activities, such as dance or running.

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 two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Improved Dance Moves

Starting at 5th level, when using a "Dance Move" that requires an action, you can use another type of "Dance Move" that also requires an action.

Coordination and Posture

Also starting at 5th level, you have advantage on saving throws against being knocked prone. You are an expert in the Performance and Acrobatics skills; your proficiency bonus for these skills is doubled.

Evasion

Starting at 7th level, you can agilely dodge certain area effects, such as the fiery breath of a red dragon or a frosty ice storm spell. When you are subjected to an effect that requires a Dexterity saving throw to take half damage, you instead take no damage if you succeed, and only half damage if you fail.

Opening Pose

At the 9th level, your reflexes and readiness are so sharp that when rolling a check for Performance, Acrobatics, or Initiative, any die result lower than 9 is considered an 10 (before modifiers).

Also add your Charisma modifier to the final result of your initiative.

4

Invigorating Breaks

Starting at 10th level and after much effort, you have become accustomed to extremely strenuous routines, allowing you to recover in short periods of time. When taking a short rest, decrease your fatigue points by an amount equal to half of your body limit.

The Stage Star

The battle is a stage for you, and you surely won't let anyone steal the spotlight. Starting at 13th level, when an ally or enemy scores a critical hit, you can use your reaction to perform any "Dance Move" that has a usage time equal to an action or a bonus action.

Victory to the Elegant

Any victory should be celebrated, starting at level 14, upon defeating an enemy, you can inspire your allies by generating 1 point of fatigue. You and all your allies gain a +2 bonus on the next check, applicable only to the first check within the next minute.

Whole of Body

At level 15, your body becomes extremely resilient. You gain proficiency in Constitution saving throws. Extreme temperatures hardly bother you.

Signature Movement

As a renowned artist, you have tirelessly practiced your favorite dance moves. Starting at level 17, you can choose 2 "dance moves" that you know, and their fatigue cost is reduced by 5 (minimum 0).

Soulful Expression

At level 20, dancing is your natural state of being. By performing two dance moves within the same turn, you can use a third dance move with a usage time equal to an action or bonus action, without paying its fatigue cost.

5

Dance Style

Choose a Dance Style that best represents your Dancer's training and study: Flame, Battle, Sky, Stone or Euphoria.

Flame Dancer

You have specialized in an ancient and traditional style of dance where torches are used. Burn your enemies and honor your ancestors with powerful flames.

Torch Dancer

3rd-level Flame Dancer feature

You use torches in your dances, turning them into powerful weapons. When performing a dance step while equipped with a torch in each hand, your attacks deal 1d6 + your Dexterity modifier fire damage. At 10th level, the damage die increases to 1d8, at 15th level to 1d10, and at 20th level to 1d12.

When performing a dance move that includes an attack, instead, you can use the Fire Bolt cantrip without the need for verbal components, you can do this a number of times equal to your proficiency bonus recharges in long rests.

Spell attack modifier = your proficiency bonus +

your Charisma modifier

True Flame

6th-level Flame Dancer feature

You perform an ancient and powerful ritual on your dance torches. The torches you use carry a special flame that does not extinguish while being used by you. Your attacks dealing fire damage ignore fire resistance.

Dance Heat

11th-level Flame Dancer feature

You gain resistance to fire damage. When performing a dance move, you gain 1 Heat charge for 10 minutes.

Heat: When making an attack, you can choose to expend heat charges to deal an extra 1d4 fire damage per charge. By doing this, you suffer 1 irreducible fire damage per charge. An attack can carry a maximum of 4 heat charges.

Infinite Flame Technique

18th-level Flame Dancer feature

From the moment you roll initiative, you begin to dance with increasingly more flames, juggling torches. With a bonus action, you can add another torch to the dance. When you do this, you need to maintain concentration to keep the torches in the air. For each torch aloft during the battle, increase the damage caused by Dance Moves that involve an attack by 2 fire damage. The additional damage caps at 18.

6

Battle Dancer

Beyond mere refinement of your dance skills, you have dedicated yourself to an extensive journey of martial training, skillfully integrating both disciplines to ascend as an indomitable force on the battlefield.

Fighting Style

3rd-level Battle Dancer feature You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your dexterity modifier on a hit. If you aren't wielding 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.

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.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Extra Proficiencies

3rd-level Battle Dancer feature

You become proficient in scimitars.

Invigorating Steps

3rd-level Battle Dancer feature

Upon defeating an enemy, you gain temporary hit points equal to your Charisma modifier for the next 10 minutes. If you defeat them with a dance move, reduce your fatigue marker by 1.

Body Resilience

6th-level Battle Dancer feature

When rolling initiative, if your fatigue points exceed your body limit, decrease your fatigue points by 10.

Armored Dancing

11th-level Battle Dancer feature

You become proficient in light armor. While wearing light armor, you can perform dance moves and receive the benefits of the Battle Rhythm ability. Your Armor Class will be the armor's AC + your Dexterity modifier + your Charisma modifier.

Deadly Signature Movements

18th-level Battle Dancer feature

Combining the techniques of your martial training with your favorite dance moves, they have become even more lethal. Your Signature Dance Moves that deal damage, deals an additional 1d8 damage of the same type. Also Your Signature Dance Moves attacks score a critical hit on a roll of 19 or 20.

7

Sky Dancer

Practicing a long-forgotten style of dance, Sky Dancers become as light as a feather as they perform their Dance Moves. Carrying with them the beauty and grace of clear skies and the powerful fury of storms.

Light as a Feather

3rd-level Sky Dancer feature

You become proficient in athletics. Your step is as light as a feather when not wearing armor, shield, or heavy weapons. You can:

  • Use a reaction to gain the effects of the Feather Fall spell, generating 1 points of fatigue.
  • Use an action to gain the effects of the Jump spell, generating 1 points of fatigue.

Wind Commander

6th-level Sky Dancer feature

When using a Dance Move, you can release a burst of wind around you. You can choose any number of targets within adjacent distance to you to push. The target must make a Strength saving throw against your dance DC or be pushed 10 feet. On hitting a wall or obstacle, it takes 1d8 bludgeoning damage.

Into to the Skies

11th-level Sky Dancer feature

While dancing, you feel the winds carrying you where you want to go. When performing a Dance Move that grants some form of movement, you can gain flying speed equal to 5ft plus the value described in the ability. Until the end of your next turn, you can hover.

Heir of the Storm

18th-level Sky Dancer feature

You feel at one with the wind and the skies. Every time an enemy is moved against it's will, and you are within 50ft of it, that enemy takes 1d8 + your Charisma Modifier thunder damage.

You are resistant to thunder damage.

8

Euphoria Dancer

Mastering a vibrant dance style, you inspire your companions to reach their peak, radiating strong and contagious energy that uplifts the spirits of everyone around you. Your presence on the battlefield not only enchants but also motivates, making you an essential catalyst for your team's exceptional performance.

Positive Energy

3rd-level Euphoria Dancer feature

Despite all dangers, you always maintain a positive mindset, giving you an advantage on saving throws against being frightened.

Mighty Cheer

3rd-level Euphoria Dancer feature

You consistently uplift the spirits of your group. When an ally makes a roll with disadvantage, you can add +4 to the result. You can do this a number of times equal to your proficiency bonus, recovering all uses after a long rest. You can activate this ability after seeing the dice roll but before the DM declares it a success or failure.

Conjugated Steps

6th-level Euphoria Dancer feature

When performing a Dance Move that includes an attack, you can have an ally within 15 feet of you make the attack in your place. If they do so, they can move 5 feet after the attack, and you still receive the remaining effects. You can use this ability once a turn.

Healing Movements

11th-level Euphoria Dancer feature

While dancing, you can channel healing energies through your movements. Once per turn, when performing a Dance Move that generates fatigue points, you can heal yourself or an ally with more than 0 hit points by an amount equal to the fatigue points generated. You can use this ability a number of times equal to your Charisma modifier, recovering the uses during a long rest.

Always Willing

18th-level Euphoria Dancer feature

You enjoy bringing out the best in your companions, so you put in extra effort into what you do best. During a long rest, you can perform two dance routines instead of just one.

Contagious Energy

18th-level Euphoria Dancer feature

Your positive energy reaches everyone around you. You and all allies in a 20-foot radius have resistance to psychic damage and gain advantage on saving throws against being charm and frightened.

9

Stone Dancer

In the ancestral tradition of dwarf dance, the Stone Dancers transform the rigidity of rocks into a powerful and imposing expression. Each step is characterized by brute strength and endurance, turning their movements into a dance that poses obstacles for their enemies.

Deep Connection

3rd-level Stone Dancer feature

You are deeply bound to the stone. While walking long distances in mountains, you and your group are not slowed down by difficult terrain. And when making an Intelligence or Wisdom check related to mountains, add twice your proficiency modifier.

Vibrational Sense

3rd-level Stone Dancer feature

You have connected deeply with the earth through your dance. As an action, you can sense vibrations and detect the precise location of creatures or objects on
the ground within a 30-foot radius, even
through solid barriers. You can do this a
number of times equal to your proficiency
bonus, regaining uses after a long rest. At 10th
level, the range of this ability increases to 45 feet,
and at 15th level, it expands to 60 feet.

Hard as a Rock

6th-level Stone Dancer feature

When performing a Dance Move that would make you move, instead, you can choose to stay still. If you do so, you gain +2 AC until the start of your next turn. You can only do this once per turn.

Seismic Effect

11th-level Stone Dancer feature

Your Dance Moves generate waves of energy that disturb the ground around you. When performing a dance step, you can create an area of difficult terrain in a 15-foot radius around you. The first time a creature steps into this terrain, it must make a Constitution saving throw against your Dance DC. On a failure, it takes 3d6 bludgeoning damage and is knocked prone. This area lasts until the start of your next turn, and you are immune to these effects.

You can do this a number of times equal to your proficiency bonus, regaining all uses after a long rest.

Earthbound

18th-level Stone Dancer feature

Your dance becomes rooted in the essence of the earth. You gain resistance to bludgeoning, piercing, and slashing damage. When dealing damage with a dance movement, you can change the damage type to bludgeoning.

10

dance moves

Listed below are the Dance Moves available to a Dancer. To learn a Dance Move you must meet its prerequisites.

Rhythmic Attack


  • Acting Time: Action
  • Fatigue generated: 0

Move 5 feet and then attack an enemy.

Battle Synchrony


  • Acting Time: Special
  • Fatigue generated: 2

Immediately after rolling initiative, you can swap your initiative with a willing ally . If you do, you can move 10 feet before combat begins.

Graceful Tumble


  • Acting Time: Bonus Action
  • Fatigue generated: 2

Kick an enemy, make an unarmed attack roll, dealing 1d4 + your Charisma modifier bludgeoning damage, and jump 5 feet backward. This movement does not provoke opportunity attacks.

Step on the Foot


  • Acting Time: Bonus Action
  • Fatigue generated: 2

You try to stomp the target's foot, make an unarmed attack roll, dealing 1d4 + your Charisma modifier bludgeoning damage, the target's speed is halved until the start of your next turn. You can't use this move on a creature that doesn't have feet.

Impetuous Movement


  • Acting Time: Action
  • Fatigue generated: 3

Make a melee attack against an enemy; the damage for this attack increases by 1d4 for every 5 feet you have moved this round. However, the extra damage die from this Dance Move cannot exceed your charisma modifier without additional modifications or multipliers.

Sideways Shift

Prerequisites: 3rd-level Dancer


  • Acting Time: Bonus Action
  • Fatigue generated: 2

You and a target of medium or small size that are adjacent swap places. If the target is an ally, you and the ally gain +1 AC until the start of your next turn. If it's an enemy, it makes a Dexterity saving throw against your Dance DC; on a failure, it loses 1 AC until the start of the next turn.

Triumphant Leap

Prerequisites: 3rd-level Dancer


  • Acting Time: Action
  • Fatigue generated: 3

Jump over an enemy, leaping up to 10ft in any direction without provoking opportunity attacks. Before or after the jump, you may make an attack against an enemy. If the DM allows, you can use the optional rule "Climbing onto a Bigger Creature" with this dance move.


Gentle Invite

Prerequisites: 3rd-level Dancer


  • Acting Time: Bonus Action
  • Fatigue generated: 3

Move 5 feet and then choose an adjacent ally. They have advantage on their next attack roll, or if they are prone, they stand up.

Knife Dance

Prerequisites:3rd-level Dancer


  • Acting Time: Action
  • Fatigue generated: 1

Move 5 feet if there are no enemies adjacent to you; you can then make a thrown weapon attack. This attack deals an additional 1d4 piercing damage.

Hostile Whirl

Prerequisites: 5th-level Dancer


  • Acting Time: Action
  • Fatigue generated: 4

Spin continuously while attacking the target. Make a melee attack against an enemy. The next attack against you is made with disadvantage, and when this happens, you can use your reaction to make a melee attack on the target before their attack lands.

Agility

Prerequisites: 6th-level Dancer


  • Acting Time: Action
  • Fatigue generated: 4

Gain the benefits of dodge, disengage, and dash.

Synchronized Dance

Prerequisites: 7th-level Dancer


  • Acting Time: Action
  • Fatigue generated: 6

Attack a target; an adjacent ally can spend their reaction to attack it as well. If their attack hits and you are also adjacent to the target, you kick it, dealing 1d4 + your Charisma modifier bludgeoning damage. This damage doesn't require an attack roll.

Double Tap

Prerequisites:8th-level Dancer


  • Acting Time: Action
  • Fatigue generated: 4

You perform a melee attack against a target, then retreat up to 10ft, this movement does not provoke opportunity attacks. After that, you can use your bonus action to make a thrown weapon attack.

Evasive Footwork

Prerequisites: 9th-level Dancer


  • Acting Time: Reaction
  • Fatigue generated: 3

When attacked, you can use your reaction to impose disadvantage on the attack. If you successfully dodge the attack, you can then move 1.5m. This movement does not provoke opportunity attacks

11

Masterfull Turn

Prerequisites: 11th-level Dancer


  • Acting Time: Action
  • Fatigue generated: 6

Attack an enemy and then move 1.5m. Afterward, you can use your bonus action to attack a different enemy.

Nostalgic Movement

Prerequisites: 11th-level Dancer


  • Acting Time: Action
  • Fatigue generated: 2

Perform a dance that makes an ally remember old times. Remove the charmed or frightened condition from an ally.

Dagger Hurricane

Prerequisites: 15th-level


  • Acting Time: Action
  • Fatigue generated: 6

You spin rapidly, throwing knives in all directions. You can make a throwing attack with a dagger against up to 5 different enemies. Each attack deals extra piercing damage equal to your Charisma Modifier.

Archetype-Exclusive Moves

Bright as the Sun

Prerequisites: 3rd-level Flame Dancer


  • Casting Time: Bonus Action
  • Fatigue generated: 3

Use your torches, increasing the light intensity around you and disorienting creatures within a 5-foot radius. Any creature in the area must make a Constitution saving throw against your Dance DC or be blinded until the start of your next turn.

Fire Breather

Prerequisites: 6th-level Flame Dancer


  • Acting Time: Action
  • Fatigue generated: 5

You blow your torch in a 15ft cone in front of you, dealing your Charisma modifier + 3d6 fire damage. Those affected must make a Dexterity saving throw against your dance DC; on a success, they take half damage.

Carried by the Wind

Prerequisites: 3rd-level Sky Dancer


  • Acting Time: Bonus Action
  • Fatigue generated: 3

You can move up to 30 feet.

Thunderous Step

Prerequisites:6th-level Sky Dancer


  • Acting Time: Action
  • Fatigue generated: 4

You can only perform this dance move while flying or floating. You attack a target and then a thunderous burst deals 1d8 thuder damage to the target and all enemies adjacent to it. You can move 15ft before or after the attack.

Aegis Waltz

Prerequisites:3rd-level Battle Dancer


  • Casting Time: Bonus Action
  • Fatigue generated: 2

Dance in a protective rhythm, You move up to 5 feet. Until the start of your next turn, any creature attacking an adjacent ally has disadvantage.

Body Impact

Prerequisites:6th-level Battle Dancer


  • Acting Time: Action
  • Fatigue generated: 4

You run and throw yourself magnificently at a target. You move up to 10 feet. The target makes a Constitution saving throw against your dance DC. On a failure, it takes damage equal to your AC value; on a success, the target takes half the damage.

12

Dance Performances

Harmonious Display

Prerequisites: 2nd-level Dancer


  • Fatigue generated: 2

You perform this dance for up to 10 consecutive minutes. Everyone watching your performance must make a Wisdom saving throw against your dance DC; on a failure, they become enchanted by your movements and are Charmed by you for 1 hour or until you or an ally attacks them.

Distracting Show

Prerequisites: 2nd-level Dancer


  • Fatigue generated: 2

You dance for up to 10 minutes in a way that catches the attention of all nearby non-hostile creatures. They must make a Wisdom saving throw against your dance DC; on a failure, they become mesmerized by your movements. Allies have advantage on stealth and sleight of hand checks against mesmerized targets, and the targets have disadvantage on perception checks.

Disturbing Presentation

Prerequisites: 2nd-level Dancer


  • Fatigue generated: 3

You perform this disturbing dance with unnatural movements for up to 10 minutes straight. Everyone watching your presentation must make a Wisdom saving throw against your Dance DC; on a failure, they become frightened by your movements. During the duration and 1 hour afterward, you and an ally of your choice have advantage on Intimidation checks against creatures that witnessed your dance, and they have disadvantage on any saving throw to resist being frightened.

Nature's Presentation

Prerequisites: 2nd-level Dancer


  • Fatigue generated: 3

You perform this dance in harmony with the natural elements around you for 10 consecutive minutes. All animals witnessing your performance must make a Wisdom saving throw against your dance DC; on a failure, they become enchanted by your movements and are charmed by you for 1 hour or until you or an ally attacks them.

Coordinated Dance

Prerequisites: 2nd-level Dancer


  • Fatigue generated: 3

During a long rest, you spend 30 minutes preparing and inviting your comrades to join in a lively celebration, sharing simple dance moves. Until your next long rest, you and all allies who participate in the festivity are considered proficient in acrobatics and gain an additional 5 feet to your movement speed.

Full Spectacle

Prerequisites: 5th-level Dancer


  • Fatigue generated: 3

During a long rest, you take 30 minutes to perform a complete artistic demonstration, leaving you and your allies in euphoria. Until your next long rest, you and the spectators of this spectacle receive a +2 bonus on any ability check. This bonus can be applied after rolling the dice but before the DM determines success or failure. At level 5, you can use this bonus once, at level 15, twice, and at level 20, three times

Soul Soothing Dance

Prerequisites: 10th-level Dancer


  • Fatigue generated: 3

During a long rest, you take 30 minutes to perform an artistic display of light and soothing movements, bringing harmony to you and your allies. Until your next long rest, when you or a spectator makes a Charisma or Wisdom saving throw, you can add +1 to the result. At 15th level, this bonus is doubled, at 20th level, this bonus is tripled.

Warming Dance

Prerequisites: 3rd-level Flame Dancer


  • Fatigue generated: 1

You can perform a dance that spreads warmth to the surrounding area. You dance for a minimum of 30 minutes, and the location becomes warmer. If it's cold, the place becomes pleasant. If it's already warm, the heat intensifies. All creatures in this area without fire resistance have 1d6 subtracted from their ability checks.

Martial Inspiration

Prerequisites: 3rd-level Battle Dancer


  • Fatigue generated: 2

During a long rest, you take 30 minutes to perform an artistic demonstration of your battle movements, inspiring your allies. You and your allies gain temporary hit points until your next long rest equal to your Charisma modifier. At level 11, this bonus is doubled, and at level 17, tripled.

Rain Dance

Prerequisites: 3rd-level Sky Dancer


  • Fatigue generated: 3

You dance to the skies, seeking their blessings. Performing a 30-minute presentation, you make a Performance check with a DC set by the DM; under normal conditions, a DC of 12 is used. On success, you manage to channel enough energy to the skies, and it starts raining. The condition and duration of the rain are to be determined by the DM.

The

Dancer

The Most Elegant Class for the World's Greatest Roleplaying Game. Be charming and impressive, agile and alluring, fight monster and conquer hearts.

Version 1.0 - created by TurtleKn1ght

You can support me on Patreon

Artist Credits:

Cover - Elspeth Resplendent by Anna Steinbauer
Page 1 - Fleetfoot Dancer by Joshua Raphael
Page 3 - Moon Dancer by Kieran Yanner
Page 5 - Fiery Encore by Justyna Gil
Page 6 - Fallaji Chaindancer by Filipe Pagliuso
Page 7 - Mu Yanling, Sky Dancer by G-host Lee
Page 8 - Gallia of the Endless Dance by Johannes Voss
Page 9 - AI generated by Dall-E
Back - Join the Dance by Raoul Vitale

Additional TurtleKnight Homebrew content will be coming soon on GM Binder.
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.