ae Port pe GizaH
OP Giucee BeLoen
DANCER
In aim ltted tavern a greedy noble
plots his betrail to the crown. As he is
‘writting a leter to an enemy kingdom, a
Drow barmaid dressed in fine silks approaches
him, and strikes conversation. She smiles and
giggles, then leaves with a bow, only she wasn't
really a bar maid and his schemes let with her,
‘As battle rages over a shallow river, a Human lashes
his whip at his enemies, tripping them into the running
‘water. With his sure footing, not only he maintains perfect,
balance on top the slippery and wet rocks ofthe river, but he
also leaps and dashes to hold his friends and help them stay
afoot.
‘The circus quieted as the mad mage and his skeletons
cornered the adventurers little did he knot that a Halfling
that performed there was a master of daggers. With a
somersaults out ofa trampoline,she reached for her belt
where she drew many blades. Stil spinning in the ai and she-
began rainning knifes on the undead, granting the
adventurers the upper hand
ENGAGING MOVES
Dancers learn their skills from years of practice and
rehearsal of their dances, which grant them not only great
control and precision over their bodies but also the ability to
captivate those around them, either encourage or disrupt
their actions, Some dancers will focus on their influent
personality and performing skils to ease their way throgh
‘urban life, while others will eherce their moves inte deadly
tools of combat to handle the monster away from society
In combat dancers will exert their movement prowess to
protect and envigor their allies who are more suited to deliver
blows than themselves. A dancer is a beacon of hope, and
they shine the brightest when they can put the spotlight in
‘someone else, wether dazzling their opponents or
brightening your allies
INNER STYLE
‘Although dancing is common place, a true dancer takes more
‘than knowing how to perform. Mastery of the art is an
important step, but division lies in understanfing the meaning
bbohind the dance, that its a persona that helps externalise
‘and communicate ideals. For that reason dancers usually are
‘extravagant, beeing very expressive, even more colected and
reserved dancer have strong beliefs and that guide their
ideotogy.THE DANCER
Level Proficiency Bonus
Ist 2
Ind i
3rd a
4th i
Sth 8
6th B
7th 8
8th 8
9th “4
oth “4
1th 4
12th “4
13th 45
Vath 45 wp
15th “6 wp
16th 8
17th +6 we
18th +6
19th +6 wip
20th 6 we
Features
Artistic Style
Excite (44), Rally
Tiptoe, Leap in
Hang on, Excite (46)
Style Feature
Pop off
A dancer's performing style is usually tied to where it was
born and the schoo! who took it in. Veil dancers from the
sandy dunes are well known, but from as high as the peaks
and as fow as the islands, every each culture has i's own,
brand of dancing.
MAKING A DANCER
‘When you make your dancer think of where is it from and
‘what type of performace did you learn from your culture. Talk
‘to your Dungeon Master what performances are common to
your characters place of brith, maybe you will find interesting
‘real world counterparts, or you'll have some unique options
only avaiable through in a magical realm. Either way think on
how is your performace overall what props do you need?
What are the outfits you wear? what instruments accompany
your dance?
DANCERS IN YOUR WORLD
‘Think of cool and intersting ways to incorporate dancers into
your world. Maybe hilly dance with banjos will rack up
your players. Pethaps you have magic dances that use smoke
bracelets or supper slipery shoes. You might even have a place
like the Molin Rouge in your world
Ability Score Improvernent
Style Feature, Presence
Ability Score Improvernent
Ability Score Improvement
Gracious Escape, Excite (48)
lvigorate _Spotight Radious
Spotlight, Unarmored Defense - Toft
lnvigorate, Dramatic Entrance tor
lor
lor
ht
sk
1st
st
20ft
20%
20
20h
asf
25h
25h
25h
30f
30ft
30f
35h
What lead you to life of adventure? The glamour of beeing @
hhero was too apealing? Was the world was too big of a place
for you to live forever in your home town? Did you disgraced
the school that thought you by doing a forbiden performace?
Maybe you were trained your whole life to be send to a far
kingdom to amuse nobles with your exotic coreography. Or
fate was cruel and you were kidnaped during an invasion and
forced to entertain your captors.
Quick Bui
You can make a dancer quickly by following these
suggestions, First, Dexterity should be your highest ability
score followed by Charisma. Second, choose the entertainer
background
Cass FEATURES
‘Asa dancer, you gain the following class features
Hrr Ponts
Hit Dice: 1d8 per dancer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levele: 1d8 (or 5) + your Constitution
‘modifier per dancer level after IstPROFICIENCIES
‘Armor: None
‘Weapons: Simple weapons, ness and light melee martial
‘weapons, hand erossbows and nets,
‘Tools: Disguise kit and a music instrument of your choice.
‘Saving Throws: Charisma, Dexterity
‘Skills: Choose two from Acrobaties, Animal Handling,
Deception, Performance, Persuasion, Religion, Slight of
Hand
EQUIPMENT
You start with the following equipment, in addition to the
equipment granted by your backround
(@)a rapier (b) whip or (c) any simple melee weapon.
(@)five javelins or &) any simple melee weapon
(@)a priests's pack or (b) an enterntainer’s pack
A diguise kit, an instrument of your choice and an
centertainer's outfits
EXOTIC WEAPONRY
If your game master chooses to add exotic weaponty such as
bladed fans, chakrans, or rope-lke weapons such as lassos,
rope hammers and battle scarfs you are proficient with ther
Ifyour game master chooses to add firearms you are only
proficient with ther if they are considered simple weapons.
SPOTLIGHT
‘You are the center of attention, and as such can sway the
‘mood of those around you. Starting at first level any creature
inside a circle centered on you is considered to be in your
spotlight, The circle radious is given in The Dancer table in
the column Spottight Radious.
Creatures you choose inside your spotlight have
disadvantage on Wisdom (perception) checks.
CAPTIVATING PRESENCE
‘Whea you end your turn with a friendly creature inside your
spotlight, you gain 1 morale point. You can spend these
morale points for special effects. You cant gain morale points
outside combat, and they disipate I minute after combat
ends. You can have up to 10 morale points, any excess is lost
Distract: As a bonus action you can spend 3 morale points
to choose a creature inside your spotlight, it must make a
‘wisdom saving throw with DC 8 + your proficiency modifier +
your Charisma modifier, Ona failure, the creature has,
disadvantage on attack rolls not targeted at you wnt the start
of your next turn,
Cherish: As a bonus action you can spend 3 morale points
to give a creature inside your spotlight advantage on i's next
attack or skil check until the end of t's next tara.
UNARMORED DEFENSE
Beginning at 1st Level while you are wearing no armor and
fot wielding a Shield, your AC equals 10 + your Dexterity
‘modifier + your Charisma modifier.
INVIGORATE
‘Starting at 2nd level you can spend an action to give a
creature inside your spotlight an amount temporary hit points
‘equal to twice your dancer level + your charisma modifier. If
you use this on a creature that is unconcious it regains 1 hit
point instead
You can use this feature and ammount of times given in the
column invigorate of the Dancer Table.
tty
REBALANCING: INVIGORATE
IF lnvigorate is too strong at your table, reduce its
temporary it point gains by half. Ifit is too weak
rake it a bonus action.
e—_—V—_—_—_—_——_—_———————v
DRAMATIC ENTRANCE
Also at 2nd level and onwards, when initiative is rolled and if,
you are not surprised you may grant yourself and allies
within your spotlight +2 on the initiative rol
ARTISTIC STYLE
At 3rd level you choose a style that molds how you perform
your dance. Choose between Alluring Style, Danger Sie,
Playful Style, Precision Style or Ritual Style, all detailed at
the end ofthis chapter. Your choice grants you new features
‘on 3rd level and again at 6th, 10th and 15th level
Bewy DANCER 3
Retaunre
ABILITY SCORE IMPROVEMENT
When you reach 4th and again on Sth, 12th and 16th level,
you can increase one ability score of your choice by 2 or you
ccan increase two ability scores of your choice by 1. As normal
‘you cant increase an ability score above 20 using this feature,
Ifyour DM allows the use of feats, you may instead take a
fest.Excrrz
‘When you reach 5th level you gain the ability ake an action
and gain 1d4+5 morale points, Your can store up to 19
‘morale points until the end of the round.
‘As you gain levels in this class, the ammount of morale
points gained increases to: a d6-S at Sth level a d8+5 at 13th,
anda d10+5 at 17th level
RALLY
AL 5th level and onwards, when you get to 10 morale points
‘you can spend them as a free action to allow a creature inside
‘your spotlight to immediately spend a reaction to make on of
the following actions: attack, cast a spell dodge or move up to
its movement.
PRESENCE
[At Teh level your presence helps allies and hinders enemies.
‘Asan action, you can spend an amount of morale points
(@ependent on your choice) to cause an effect on creatures
inside your spotlight or that enter it until the start of your
next turn nless otherwise stated, the effects end at the end of
that creature's turn, You can choose any amount ofthe
following effects
Alacrity (4 points): Allies gain an additional 10 ft. of
movement.
‘Unease (6 points): Enemies lose 10 ft of movement.
Bravery (2 points): Alies gain 5 temporary hit points until
the end of the turn. You may pick this multiple times to add
up the temporary hit points,
‘Divert (4 points): All enemies must make the distract
saving throw.
Astonish (8 points): All enemies must make a saving
throw with DC equal to 8 + your proficiency modifier + your
charisma modifier. Ona falure they are stunned until the end
of the turn,
‘Thoughen up (4 Points): Allies gain advantage on
strenght and constitution checks and saving throws,
Snap Out (5 points): Allies gain advantage on wisdom and
inteligence checks and saving throws.
Ring Arround (6 point
swith another, once.
Boldness (5 points) Allies gain +2 on attack rolls.
Carefuiness (5 points): Allies gain +2 to AC.
‘TipTor
Starting at 7th level. when you make a dexterity (Stealth)
‘check to avoid making sounds or leaving marks as you move,
you can add twice your Proficiency Bonus, instead of any
Proficiency Bonus you normally apply
Also, when you take the dodge action, until the start of your
next round you ignore the effects of dificult terrain, vou have
advantage agains saving throws and skill checks caused by
terrains and you take half damage from terrain effects.
pace lk
REBALANCING: TIFTOE
If tiptoe is too strong at your table, make it's own
separate action instead of using the dodge action.
If after that change its too weak, make ita bonus
action
‘LEAP IN
At 7th level and onwards, when a creature inside your
spotlight fails a dexterity saving throw that doesnt affect you
as well you ean spend a reaction and 3 morale points to
attempt to help it, Rolla dexterity saving throw with the same
DC. Ona suecess you both pass the saving throw, on failure
Doth of you are affected
HANG ON
When you reach 9th level, when a creature inside your
spotlight is damaged by an ammount that would leave it
‘unconcious, you can spend a reaction, 4 morale points and 1
invigorate use to make it hang on with 1 hit point.
Pop OFF
At Lith level and onwards, when another friendly creature
inside your spotlight lands a critical hit, as a reaction you may
give that ereature the benefits of Rally or gain 10 morale
points yourself.
Gractous ESCAPE
At 13th Tevet, when you take the dash action you gain the
benefits of ether the dodge or disengage action,
ARTISTIC STYLE
‘A dance is a form of expression and non verbal comunication
of ideals and emotions, a Dancer's style is what they have to
say. Some will portray determination through meticoulous
execution and perfection ofthe art, others will ease an
seduce to entise love and lust, there are ones who perform
for tradition and culture with long standing rituals, while
others dance in defiance in the face of danger, and some just
want to spread laughter and joy with silly and gleeful acts.
WELCOME TO ALOLA!
ALLURING STYLE
‘The alluring style carries seductive and provocative aspects,
which is shown in i's wears and movements, Some cultures
will consider this style taboo and frown uppon it, and it will
be performed hidden in select places or for romantic partners
only, other places will embrace it and build large
performance houses open to public.Some types that are usually practiced by dancers ofthis
siyles are Can-Can, Tango and Belly Dancing, but other
practices can also be considered as long as i's provocative
side is emphasized
Winx
At 3rd level when a creature fails your Distract saving throw
it becomes charmed for 1 minute Itean repeat the saving
throw at the end of each of i's turns ending the effect early
You may attempt to use distract on a creature outside of
combat without spending morale points. Once a creature has
resisted this saving throw itis immune to it for the next 24
hours.
PRETTY PLEASE
‘At 3rd level you gain the power to influenciate creatures to do
your bidding, As an action, you can make a creature that has
made an agreement with you do a Skill constest. If both of
‘you share a language, roli Charisma (Persuasion) against
their Charisma (Deception if you don't, oll Wisdom (Animal
Handling) against their Wisdom (Survival)
Ifyou win, that creature will keep it's promise tothe best of
its abilities, If doing ¢o becomes too dangerous or imposible,
the creature will stop trying, but will do it's best to notify you
as soon as possible, If that creature was lying and fails the
contest it will admit to it. Harming that creature or its friends
in any way ends the effect,
EMPASSIONED FAN
‘At 6th level when you perform for a crowd you may choose to
get an empassioned fan. It will follow you in an endless quest
togain your love or respect. That creature is permanetly
charmed by you. It will do it's best to keep you happy, even
risk its life, but it won't follow your command into certain
death, nor will t stay if abused. fit ean it will make enought
money to sustain itself
Your empassioned fans will respect your personal life, but
ifyou ever have more than one empassioned fan at the same
time they will fight until they kill each other or one of them.
ives up,
Tiffne Baro
‘ABiaNa
Your DM chooses an appropriate humanoid of CR 1/2 or les,
or roll inthe following table.
FAN Types
148. Fan type
1. Commoner (Farrner/Servant)
Commoner (Merchant/Artisan)
Commoner (Scholar/Priest)
Commoner (Poet)
Acolyte
Thug
Guard
Noble
eVaurun
HEART BREAKER
At 10th level and onwards, when you attack a creature that
was charmed by you, may deal it 4d6 psychic damage.
PRECISION STYLE
The precision styl is the one performed by those who carry
their performaces as art. Long practice nights and working to
‘exaustion are no stranger to you, but dedieation isthe price
for greatness. Your dance has become masterful you can
perform even the most complicated techniques with exactio
precision and grace.
Precision style includes ballet, squat dance, figure skating
and others renown for big concerts to amuse noble men and
‘woman and art conosseurs.
SHow RUNNER
[At 3rd level, asa part of your dramatic entrance you may take
the dash and disengage actions.
EXPERTISE
At 3rd level, choose two of your skill proficiencies. Your
proficiency bonus is doubled for any ability check you make
that uses either of the chosen proficiencies,
EXEPTIONAL PROWESS
{At 6th level and onwards, when you roll the max value of
die other than a d20, you may rll again and add that result to
the original roll You can do this for the second, third and any
subsequent rolls
FOLLOW ME
‘Once you reach 10th level you can use your Charisma
(Performace) to grapple a creature, You can drag a creature
grappled that way without movement penalty. You can choose
to.end the grapple with a Shove as a free action. A willing
creature may automatically be grappled this way.Rrrvat STyte
Most cultures will have rituals and rites, moments of
‘celebration or mourning, Some times those are caried by
clerics or shamans, but very often, they are performed by
dancers. Dancers ofthis style choose tradition, their acts
enhancing the events, ifits the center piece. Fast rhythms will
fuel the revelry, slow ones will cleanse the soul
‘Tradition varies from culture to culture, but some practices
that are usually associated with this style are hula, kagura
and rain dance, but any flklorical dance ean be a part of i
RITUAL DANCER SPELLCASTING
“SPELL SLOTS PER SPELL LeveL
Dancer Cantrips Spells
Level known Ist 2nd 3rd 4th
3rd 2 3 Ass
4th
Sth
6th
7th
8th
Sth
Toth
1th
12th
13th
14th
15th
16th
1th
18th
19th
20th
‘SHADOWMOON CANCE
asi MAMI
‘SPELLCASTING
When you reach 3rd level, you augment your allerity prowess
with the ability to cast spells. See chapter 10 (of the PHB) for
the general rules of spellcasting and chapter 11 (ofthe PHB)
for the cleric spell list.
Cantrips. You learn two cantrips of your choice from the
cleric spell lst. You learn an additional cleric cantrip of your
choice at 10th level
Spell Slots. The Ritual Dancer Spelleasting table shows
hhow many spell slots you have to cast your cleric spells of Ist
evel and higher. To cast one ofthese spells, you must expend,
a slot ofthe spells level or higher. You regain all expended.
spell slots when you finish a long rest. For example, if you
know the Istievel spell cure wounds and have a Istlevel and
2 2ndevel spell slot available, you can cast cure wounds
using either slot.
‘Spells Known of Lat-Level and Higher. You know three
stlevel cleric spells of your choice. The Spells Known
columa of the Ritual Dancer Spellcasting table shows when
‘you learn more cleric spells of Ist level or higher. Each of
these spells must be of a lovel for which you have spell slots.
For instance, when you reach 7th level in this class, you can
learn one new spell of 1st ot 2nd level
‘Whenever you gain a level in this class, you can replace one
of the cleric spells you know with another spel of your choice
from the cleric spell list. The new spell must be of level for
which you have spell slots,
Spellcasting Ability. Charisma is your spellcasting ability
for your cleric spells, since you learn your spells by calling on
good omens. You use your Charisma whenever a spell refers
{to your spellcasting ability. In addition, you use your
Charisma modifier when setting the saving throw DC for a
cleric spell you cast and when making an attack roll with one,
Spell save DC = 8 + your proficiency bonus + your
‘Charisma modifier
Spell attack modifier = your proficiency bonus + your
Charisma modifier
Ritual Casting You can cast any cleric spell you know as a
ritual if that spell has the ritual tag.
‘Spelicasting Focus You can use a music instrument
(ound in PHB chapter 5) as « spelleasting focus for your
dancer spells.CERIMONAL CasTER
Startin at 3rd level you ean choose gain additional spells
Choose between Bard Cleric, Druid, Warlock or Wizard you
know 2 spells from that clases spell list as Cerimonial Spells.
Spells chosen must be ofa level you have Dancer spell slots
for, These spells count as dancer spells for you but don't
‘count towards your maximum prepared total. When you level
‘up you may replace one of those spells with a new one from.
the same class.
Cerimonial Spells cannot be casted by spending a spell
slot, they must be ritual casted, as if they had the ritual trait
‘You can only do this once per between long rests. In addition
toany other cost the spell might have, you must pay a cost in
‘materials given by the Cerimonial Costs table. Ifyou perform
the ritual in a suitable ritual grounds you don't have to pay
this additional cost.
In order for a ritual ground to be considered suitable, it
must have at least the same level as the desired spell and be
of class that can cast that spell
RiTuAL GROUNDS
You can create a permanent ritual ground by spending time
‘and resources. The cost and time required are given by the
Cerimonial Costs table. When you start making the ritual
grounds choose between Bard Cleric, Druid, Warlock,
Wizard or All Ifyou choose all you must pay twice the gold
cast
When you make it, you can choose a single spell of the
ritual ground!’ level or lower, and class. A ritual dancer may
cast that spell as a Cerimonial spell inside this Ritual
Grounds, it has a spell slot of that spell's level Aditionaly, a
caster that has the choosen spell in their class's spel ist may
‘cast it by spending an hour and the apropiate spell slot. The
ritual grounds can be no smaller than 10 t in each
dimension and no bigger than 60 f. Ifyou try to move the
circle you must spend the same ammount of time and half of
the orginal gold cost
CERIMONIAL Costs
Tastiness Spell Cost
Cantrip 3 gp
Tstlevel 5 gp
2ndlevel 50 gp
3td Level 100 gp
Athlevel 250 gp
2500 gp
‘WapINc Bonp
When you reach 6th level, you gain the power to protect your
allies against magic forces. While an ally has temporary hit
points given by bolster it has advantage on saving throws
agains spell
DANGER STYLE
‘The danger style is one of boldness and defiance. This
dancers performe dangerous feats as part oftheir
presentation, handling blades, flames and wild animals. This
choice is target at the audience, who is captivated and thriled
not only by the performer's skill but also withthe dread that
something might go horribly wrong,
‘Common practices ofthis style are Bull fighting, sword
swallowing and fire spitting, but any dangerous or martial
performaces could be of tis style, ike a tight rope walker
risks falling,
DANGER TYPE
At 3rd level you choose a danger type between fie, piercing,
poison or slashing, You gain resistance againts that damage
‘ype.
DaprINc ATTACK
When you choose this style at 3rd level you learn how to
‘make Darring Attacks. When you make a melee weapon
attack, before you roll you may declare it to be a Darring
Attack. On a hit you deal an additional 1d6 damage of your
danger type to the creature, on a miss you take that damage
instead
EXTRA ATTACK
Beginning at 6th level you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Taunt
‘Starting at 10th level you can taunt your enemies into a
reckless attack as a free action, Creatures inside your
spollight have advantage on their next attack against you. On
‘your following turn you have advantage on attacks against all
taunted creatures that attacked you,
Ifa creature misses a melee attack against you while
taunted, you can use a reaction to deal 1d6 damage of your
danger type to it
PLAYFUL STYLE
‘The playful style is one of fan and laughter, made for
celebrations, everything is fair game, as long as itis
entertaining. Juggling props, towers of people, balancing and
colorful garnets are all part of the spectacle, if people are
cheering and in awe, the act was all worth it.
‘Techniques commonly used are those applied in circus,
acts, imbo and cheer-leaders, but even masterful acts of
contortionism or boogie dances can be cosidered if they have
an entertainment side to it