Warlord's Presence
At 1st level, you pick the archetype of Warlord you embody, called a Presence. One of these presences is the Dancer. Though often unexpected to be a Warlord, the Dancer moves through a battlefield with grace and litheness unparalleled, guiding their allies through the dangers with awe-inspiring elegance.
Dancer's Presence
A unique presence on the battlefield, these graceful agents wind their way through death and destruction with a curious elegance, uplifting their allies and distracting their enemies. A dancer comes in many forms, be they prancing jesters or graceful enchanters, their presence seems supernaturally captivating to all who encounter them, for good or ill.
Though they seem out of place in danger, confused onlookers will often find them as the last ones standing in the most dangerous of situations, always one step out of out the greatest danger.
Dancer's Grace
Elegance exudes from you whenever you move or dance. Starting at 1st level when you take this Presence, you gain proficiency with Acrobatics and Performance. If you already have proficiency with these skills, you gain expertise with them, meaning you can add twice your proficiency modifier to checks made with them.
Additionally, while you are not wearing armor or carrying a shield, you gain an unarmored defense equal 10 + your Dexterity modifier + your Charisma modifier.
Graceful Entrance
Always light on your feet and ready for changes, you help others to respond quickly to danger as well. Starting at 1st level, you can give yourself a bonus to your initiative rolls equal to your Charisma modifier. Additionally when you roll initiative and are not surprised, you can move up to your half movement speed, and you and any creature you end this movement within 5 feet of gains temporary hit points equal to your Charisma modifier.
Enchanting Elegance
At 3rd level, you gain an additional use for leadership dice.
Distract
As a bonus action, you attempt to distract a creature within 30 feet. Until the start of its next turn, if that creature attacks a creature other than you while you are within range of its attack, you can roll your leadership die and subtract it from their attack.
Inspiring Steps
Unassuming as your dance may be to you, it lights the hearts of those on your side aflame. Starting at 3rd level, when you take the Dodge action while you are not wearing armor or carrying a shield, you can use Distract, Helpful Word, Urgent Orders, or Rallying Mark without expending a leadership die. When you do so, it applies as if you had spent 1 leadership die on it for its effect.
Additionally, when you take the Dodge action, you can expend leadership dice to grant attacks through Battlefield Presence. You can grant a number of attacks equal to the leadership dice spent, up to your per turn limit.

Bewildering Steps
Your dancing and spinning leaves your foes chasing, always just out of reach. Starting at 7th level, whenever a creature misses you with an attack, you regain 1 spent leadership die and can move 5 feet. This movement does not provoke attacks of opportunity. You cannot regain a leadership die this way again until the start of your next turn.
Whirling Thorns
A flurry of speed and grace, your dance is as thrilling to watch as it is dangerous for your enemies. Additionally at 7th level, if you are carrying a melee weapon with the light property, you can make a single attack with it as a bonus action.
You can expend leadership dice to make additional attacks as part of the same action, but each attack must be against a different target within range. Whenever you land an attack after expending a leadership die for it, you may move 5 feet without evoking opportunity attacks.
Interactions
This allows you to make a single weapon attack while taking actions other than attack actions, but it also allows you to make an additional attack when you take the attack action.
Synchronized Beauty
Watching your inspirational dancing for so long has allowed your allies to join in on the dance as well. At 11th level your leadership features grant additional abilities:
Rallying Mark: Swift Step
Inspired by your dance, your allies become lighter on their feet. Whenever your allies land an attack against the creature you had marked, they can move 5 feet immediately after without provoking opportunity attacks.
Urgent Orders: United Footwork
As the dance continues, you and your allies move as one. Whenever you use Urgent Orders, you cow now target up to three creatures at once. All three are able to move their movement speed without opportunity attacks and gain temporary hit points.
Helpful Word: Lead the Dance
Following your instructions, your allies become almost as lithe as you yourself. Whenever you grant a creature the Help action, they gain the benefits of the Dodge action until the start of your next turn.
Distract: Allure
With so many creatures dancing around, the most graceful dancer stands out. Your Distract grows more powerful. Whenever you use Distract on a creature, it must make a saving throw with a DC of 8 + your Charisma modifier + your proficiency bonus. On a fail, the creature is charmed by you. Creatures immune to the charmed condition succeed automatically.

Evasion
With so much speed in your dance, you are nigh untouchable while you move. Additionally at 11th level, you can nimbly dodge out of the way of certain area effects. 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.
Elegant Exchange
Always a step ahead, you can unwillingly make your opponents strike each other, rather than you. Starting at 15th level, when an creature you can see targets you with a spell, attack or targeted effect, you can use your reaction to force a creature within 5 feet of you to make a Dexterity saving throw with a DC of 8 + your Dexterity modifier + your Proficiency bonus. On a failure, you switch places with the creature and it becomes the target of the attack. A creature can willingly fail this save. You can do this a number of times equal to your Proficiency bonus, regaining the ability after a long rest.
Fluid Perfection
The fight is your symphony, the battlefield your stage. At level 18, you have become the a true Warlord of Grace, waltzing your allies to victory unscathed. You gain the following benefits:
- Whenever you take the Dodge action, you can now choose to use two options of Distract, Helpful Word, Urgent Orders and Rallying Mark without expending a leadership die. Alternatively, you can grant two additional attacks to two different creatures per leadership die you expend.
- Whenever you take the Dodge action, allied creatures within 30 feet of you can choose to use their reaction to gain the benefits of the Dodge action as well.
- You gain a second reaction on each turn.
Practice
Safe
Homebrewing
People love to flex their creative muscles while composing new homebrew content. More often than not, the inspiration for you homebrew comes from another source. Sometimes significantly. Other times just as a spark.
What is important for the community is that you share your sources of inspiration. This back cover can serve as an easy to find, easy to read place for you to do just that.
So go ahead, remove this chunk of copy and tell everyone who inspired you.
Cover Art: Carmika
When you're ready to share with the community, don't forget to mark your document as public so people can find it in the GM Binder Search
More Credits
Credits Creator Credit
The class is created by KibblesTasty. More content can be found at https://www.kthomebrew.com/
Credits
This class and subclass were originally created by KibbleTasty. I only reworked the subclass since I believed it to be underpowered and odd in its abilities at times.
An addtional thanks goes out to all those who helped, inspired and assisted KibbleTasty in any of their work. I own none of this content, other than the few reworks in this class.
Art Credits
The Cover Art is made by me, Carmika, on PixAI, uploaded to DeviantArt.