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Etherdancer

An elf flutters across the battlefield, her wispy movements


channeling the arcane energies of the weave, creating
complex symbols even while the graceful movements craft a
story of their own.
A human spins and slides, inspiring his teammates with his
movements while dodging past the attacks of enemies with
dextrous yet beautiful motions.
Enchanting choreography is presented as a ritual for
healing, each step empowering the healing powers coursing
through the limbs of the dragonborn until she closes in for
the final touch, transferring the life energies of the world into
her fallen ally.
Some learn the art to entertain, others as a covenant
between the gods and themselves and yet others to channel
the magics as an art. Regardless of the purpose,
Etherdancers use the vivid movements of their artform to
draw from the arcane energies and fuel their combat.
Swords and Magic
Etherdancers draw their strength directly from the Plane of
Magic, harnessing its extradimensional energies through the
ritualistic dances they perform. It seems that all etherdancers
are born with an innate connection with the Plane, learning
to channel that connection through the artistic form of
performance.
But one cannot underestimate their mastery of the martial
arts either. Etherdancers are not deadly only because of their
ability to cast magic, but also their proficiency in wielding
weapons so gracefully and enchantingly that you may not
notice that you've been cut.
Their limber movements and harsh training has allowed
them to slip through enemies, all the while putting on a show
for the eyes. A perfect mix of handsome beauty,
swordsmanship and magic, etherdancers are a force to be
reckoned with.
Finding Inspiration
An etherdancer may find themselves travelling with a circus
troupe, alone wandering the lands or even with a band of
adventurers out on their journeys around the lands.
Regardless of who they are with, their purpose is always the
same. To find inspiration in the things they see and to turn
these experiences in a story through dance.
They seek to bring back to their fellow dancers a brilliant
journey told in the form of fluid movements and captivating
choreographies. In fact, it is almost an expectation of an
etherdancer to go out and find their own inspirations once
they have completed their training to be recognized as a
master at their art. Doubtlessly because of this, etherdancers
are free-spirited characters, going where the winds blow
them to and thoroughly despising being tethered down.

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The Etherdancer
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Swan's Grace, Aether Dance — — — — — —
2nd +2 Spellcasting, Fighting Style, Spatial Awareness 2 2 — — — —
3rd +2 Dancer Form 3 3 — — — —
4th +2 Ability Score Improvement 3 3 — — — —
5th +3 Extra Attack 4 4 2 — — —
6th +3 Grand Jeté 4 4 2 — — —
7th +3 — 5 4 3 — — —
8th +3 Ability Score Improvement 5 4 3 — — —
9th +4 — 6 4 3 2 — —
10th +4 Enchanting Movements 6 4 3 2 — —
11th +4 Dancer Form feature 7 4 3 3 — —
12th +4 Ability Score Improvement 7 4 3 3 — —
13th +5 — 8 4 3 3 1 —
14th +5 Improved Spatial Awareness 8 4 3 3 1 —
15th +5 Dancer Form feature 9 4 3 3 2 —
16th +5 Ability Score Improvement 9 4 3 3 2 —
17th +6 — 10 4 3 3 3 1
18th +6 Allure of Terpsichore 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Maestro Danseuse 11 4 3 3 3 2

Quick Build
Creating an Etherdancer You can make an Etherdancer quickly by following these
Before making an etherdancer, think about what inspires suggestions. First, Dexterity should be your highest ability
them to dance. Is their dance a ceremony between their score, followed by Charisma. Second, take the Entertainer
religious beliefs and their god? Or perhaps they fostered an background, specifically the dancer expertise.
interest in the performing arts since young, learning from a
master etherdancer. On the other hand, their dance may be Class Features
an attempt at representing something that could not be told
otherwise. A legacy of an important individual, a tragedy As an etherdancer, you gain the following class features
befallen them in their youth, a memory immortalized in
performance. Hit Points
Where did they learn the art from? Another etherdancer? Hit Dice: 1d8 per etherdancer level
Did they attend an academy for dancers? How and when did Hit Points at 1st Level: 8 + your Constitution modifier
they realize their affinity for magic? And mostly importantly, Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
what dance do they perform? Does their dance channel their modifier per etherdancer level after 1st
emotions outwardly into devastating attacks or is their dance
a means of communication, for the eyes of others? This has Proficiencies
heavy implications on the Dance Form chosen at 3rd level, Armor: Light Armor
and of your etherdancer's role in the party. For etherdancers, Weapons: Dagger, Handaxe, Scimitar, Shortsword, Light
the nature of their personality has a strong influence on the Hammer, Katar
type of spells they use. Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose three from Performance, Acrobatics, Arcana,
Athletics, Religion, Persuasion, and Nature
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Equipment Spellcasting
You start with the following equipment, in addition to the By 2nd level, you have learned to channel the magic energies
equipment granted by your background: around you through your dances. See chapter 10 of the PHB
for general rules of spellcasting.
(a) two daggers or (b) a whip
(a) a scimitar or (b) a shortsword Spell Slots
(a) an entertainer's pack or (b) an explorer's pack The Etherdancer table shows how many Spell Slots you have
leather armor, performance costume to cast your Spells. To cast one of these Spells of 1st level or
Swan's Grace higher, you must expend a slot of the spell's level or higher.
You regain all expended Spell Slots when you finish a Long
As an etherdancer, the efforts of your training are evident. Rest.
Beginning at 1st level, tou move more gracefully For example, if you know the 1st-level spell thunderwave,
unencumbered by the weight of armor, and it shows in and have a 1st-level and a 2nd-level spell slot available, you
combat, allowing you to avoid the attacks of hostile creatures. can cast thunderwave using either slot.
If you are not wearing armor, you may add your Charisma
modifier on top of your Dexterity modifier when calculating Spells Known of 1st Level and Higher
AC. You know two 1st-level Spells of your choice from the
AC = 10 + DEX + CHA etherdancer spell list.
The Spells Known column of the Etherdancer table shows
Aether Dance when you learn more etherdancer spells of your choice. Each
All the world's a stage for the true performer. Starting at 1st of these spells must be of a levei for which you have spell
level, you may use a bonus action to enter a trance-like dance slots. For instance, when you reach 5th level in this class, you
for 1 minute. During this period, you may take the Dodge can learn one new spell of 1st or 2nd level.
action as a bonus action. As a reaction to an attack directed at Additionally, when you gain a level in this class, you can
you, you may add your Proficiency Bonus to your AC. choose one of the etherdancer Spells you know and replace it
If you take damage during while under this effect, you must with another spell from the etherdancer spell list, which also
make a Constitution saving throw of DC 10 or half the must be of a level for which you have Spell Slots.
damage taken, whichever is higher. If you take damage from Spellcasting Ability
multiple sources, you make a separate saving throw for each Charisma is your spellcasting ability for your etherdancer
source of damage. On failure, the effect ends. Spells, since their power draws from your performances. You
You may use this feature a number of times equal to 1 + use your Charisma whenever a spell refers to your
your Constitution modifier (min. twice). You regain all spellcasting ability. In addition, you use your Charisma
expended uses after a long rest. modifier when Setting the saving throw DC for an
etherdancer spell you cast and when Making an Attack roll
Fighting Style with one.
At 2nd level, you adopt a style of fighting as your specialty. Spell save DC = 8 + your proficiency bonus + your
Choose one of the following options. You can’t take a Fighting Charisma modifier
Style option more than once, even if you later get to choose Spell Attack modifier = your proficiency bonus + your
again. Charisma modifier
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.

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Spell Movement Improved Spatial Awareness
As your dances are the conduit of your spells, you are not When you reach level 14, your innate connection with the
required to fulfill the material and verbal components of arcane energies around you greatens, improving your
spellcasting. awareness of the space around you. You gain Expertise in
This applies only while aetherdancing and unless there is a your Charisma (Performance) skill and may use your
specified cost for the spell. Charisma (Performance) modifier instead of your Wisdom
Spatial Awareness (Perception) modifier for any active checks requiring the
latter.
At 2nd level, your training as an etherdancer and innate
connection with the arcane energies surrounding you grant Allure of Terpsichore
you heightened perception over the space around you and Upon achieving 18th level, your dances are so alluring that all
warn you of impending danger. hostile creatures within your radius cannot help but be
When rolling for initiative, you may use your Charisma fascinated by you.
modifier instead of your Dexterity modifier; additionally, you While aetherdancing, any hostile creatures within line of
may use your Charisma (Performance) modifier instead of sight must make a Wisdom saving throw of DC equal to your
your Wisdom (Perception) modifier for passive Perception. Spell save DC. On failure, they are fascinated. A fascinated
Dancer Form creature has disadvantage on saving throws and cannot
move.
At 3rd level, you determine what form your dances shall take: The effect ends when Aether Dance ends, or if the creature
Halcyon or Tempest. Your choice grants features at 3rd level, is attacked.
and again at 7th, 11th, and 15th level. Any creature may spend their action and touch the
fascinated creature to end the effect. Once a creature has
Ability Score Improvement broken free of the effect, it cannot be fascinated by you again.
When you reach 4th level, and again at 8th, 12th, 16th, and Maestro Danseuse
19th level, you can increase one ability score of your choice
by 2, or you can increase two Ability Scores of your choice by At 20th level, you have reached utmost mastery of your art,
1. As normal, you can’t increase an ability score above 20 and the arcane energies which fuel your spell begin to fuel
using this feature. your dances as well, causing it to be as effortless as breathing.
You are no longer limited to a number of uses per long rest,
Extra Attack but require one turn of rest after each use to continue.
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. Dancer Forms
Grand Jeté As an etherdancer, your dances define who you are and vice
versa, acting as an extension of your personality. Your
At 6th level, your acrobatic movements have surpassed inspirations, passions and desires all fuel into the final
normal bounds, allowing you to jump further using proper performance. But one cannot dance improvisionally forever.
techniques. When performing a long jump or high jump from On reaching 3rd level, all etherdancers must dedicate
a standing position, you move as if you had a running start. In themselves to one particular style of dance, a milestone in
addition, when making a long or high jump, you may add your one's life as an etherdancer and a decision that greatly
Dexterity modifier when determing the distance travelled. influences an etherdancer's future role and greatly depends
on the etherdancer's motivations.
Enchanting Movements
On reaching 10th level, your dance becomes ever more Halycon
enchanting to witness, even for the magical energies around A Halycon etherdancer is a sanctuary for their teammates,
you. Through your performance you are able to harness even their dances soothing the souls of those around them. Most of
greater reserves of magical energy to fuel your spells. the time, such a dancer is focused on their environment,
While aetherdancing, saving throws made by creatures that drawing inspiration from it. They play the role of support in
can see you against your spells are made with disadvantage. the party, and with their dances increase the potential of their
allies manifold.

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Pas de Deux Tempest
Beginning at 3rd level, those around you benefit from the Those who choose the path of the Tempest rage with passion
arcane energies that twist at turn at the tips of your fingers from within, drawing their inspirations from whatever grief or
and the heels of your feet. When you are within 5ft of a anger or driving force that stems from their very essence.
friendly creature, and while aetherdancing, they may add your Unlike the Halycon who focuses on supporting her allies, the
Charisma modifier to any Attack rolls made. Tempest etherdancer bolsters their own strengths,
channeling the magical energies to generate increasingly
Inspiring Dance devastating effects. And while this may be seen as a more
At 11th level, your dances become a source of inspiration to selfish path, perhaps the best defense is a good offense.
your teammates. Once per turn, you may use a bonus action
to dance for a friendly creature and grant them 1d10 Fortissimo Accelerando
inspiration dice. You may use this feature a number of times Starting at level 3, the passion that drives your dances
equal to your Charisma modifier. The inspiration lasts until empowers your spells as well, increasing their potency. While
the next long rest. aetherdancing and once per turn, you may choose one of the
following effects:
Midsummer Night's Dream
Upon reaching 15th level, you are able to channel the magic You may sacrifice half your maximum movement to cast a
around you to create a bounded plane where imagination spell that requires an action as a bonus action.
meets reality and where the stories told by your dances come You may sacrifice half your maximum movement to add
to life. one damage die per Spell level to a spell attack
While aetherdancing, all friendly creatures within a 60ft
radius of you gain resistance to magical attacks. Additionally, Glissade
you gain Dream Points equal to your Charisma At level 11, you are able to make the best of each step,
(Performance) modifier. Once per turn, if a friendly creature travelling further with reduced effort. You can take Dash as a
is targeted for an effect or attack, you may expend one Dream bonus action during your turns.
point and choose one of the following effects:
One with Magic
If a Spell is cast, roll a Charisma (Performance) check On reaching level 15, your affinity with the magic around you
with DC equal to the Spell DC of the caster + level of the infuses you entirely, allowing you to temporarily transcend
Spell. On success, negate the spell. your mortal existence into an entity composed purely of
If it is a melee or ranged attack, the attacker must roll a magic.
Wisdom saving throw equal to your Spell DC. On failure, Once per long rest, while aetherdancing, you may expend
the attack hits an illusion of the target with 1HP and 1 AC one Spell slot to become incorporeal for 1 minute. In this
instead. form, you are immune to bludgeoning, piercing and slashing
You regain all expended Dream Points after a long rest. attacks and gain Resistance to fire, thunder, cold, radiant and
acid. You may pass through difficult terrain as if it were
normal terrain. All melee attacks count as 2d6 Force damage.
You return to normal if you are rendered unconscious or
choose to end it.

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Spell List
1st Level Flame Blade Call Lightning Ice Storm
Burning Hands Gust of Wind Counterspell Otiluke's Resilient Sphere
Charm Person Invisibility Dispel Magic Phantasmal Killer
Color Spray Levitate Fireball Polymorph
Cure Wounds Melf's Acid Arrow Haste Wall of Fire
Faerie Fire Mirror Image Hypnotic Pattern
Feather Fall Misty Step Lightning Bolt 5th Level
Guiding Bolt Pass Without a Trace Slow Antilife Shell
Pirouette of Fire Phantasmal Force Wind Wall Cone of Cold
Shield Ray of Enfeeblement Destructive Wave
Thunderwave Restoration 4th Level Flame Strike
Witch Bolt Scorching Ray Arcane Eye Mass Cure Wounds
Aura of Life Mislead
2nd Level 3rd Level Aura of Purity Seeming
Blur Aura of Vitality Death Ward Telekinesis
Cloud of Daggers Beacon of Hope Freedom of Movement
Blink Greater Invisibility
Flame Blade Call Lightning Ice Storm

Art Credits
"Belly Dancer" by chibi-oneechan
"Middle East" by Soul Candle
"Golden Filigree Venetian Half Mask" on Etsy
"The Lotus Dancer" by Angela R. Sasser
"Dancer" from Final Fantasy XI
"Trickster Boy" by breath-art

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