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18/11/2023, 00:05 Dancer, Variant (5e Class) - D&D Wiki 18/11/2023, 00:05 Dancer, Variant (5e Class) - D&D

18/11/2023, 00:05 Dancer, Variant (5e Class) - D&D Wiki


Dancers are masters of their own body. Through careful motion they may inflict dazzling
attacks, or even manipulate the energy around them. The very environment is a weapon in a
Dancer's hands.

Creating a Dancer

Dancer, Variant (5e Class)


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Contents
1 Dancer
1.1 Creating a Dancer
1.2 Class Features
1.2.1 Table: The Dancer
1.2.2 Saving Throws
1.2.3 Dancer's Flow
1.2.4 Natural Talent
1.2.5 Dancing Step
1.2.6 Spellcasting
1.2.7 Dance Style
1.2.8 Ability Score Increase
1.2.9 Extra Attack
1.2.10 Uncanny Dodge
1.2.11 Split Second Recovery http://aquasixio.deviantart.com
1.2.12 Evasion
1.2.13 Beguile How did your character become a dancer? Was it a hobby? Did they dance professionally?
1.2.14 Perfection Were they a dancer for a court, or with a troupe? Were they a street performer, or did they
1.2.15 Neverending Show perform in a theater? Perhaps they were a slave at one point? Who taught or inspired them
1.2.16 Dance Styles to dance? Was it a master? A friend? Or somebody who they only read about in a book and
1.3 Mesmerizer started emulating.
1.4 Acrobat
1.5 Magician Why did they start adventuring? Are they searching for a lost member of their troupe? Or
1.6 Dancer Spell List did they scam their troupe, and are on the run? Did they escape from a cruel master, and are
1.7 Multiclassing trying to distance themselves from them? Do they simply see adventuring as training for a
grand performance?

Quick Build
Dancer
You can make a Dancer quickly by following these suggestions. First, Dexterity should be
A young elf twirls in circles, watching with delight as the leaves on the ground follow her your highest ability score, followed by Charisma. Second, choose the Entertainer
movements. background. Third, choose a rapier, leather armor, and a diplomat's pack as your starting
equipment.
Faced by two brigands, the would-be victim's bursts of motion turn into a flurry that leaves
their attackers slack-jawed. Class Features
For the court's entertainment, an elaborately costumed man and woman clash, their battle
more art than combat. As a Dancer you gain the following class features.

Hit Points
Hit Dice: 1d8 per Dancer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Dancer level after 1st

Proficiencies

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Armor: Light 19th +6 Ability Score 5 +30 ft. 4 3 3 3 2
Weapons: Simple weapons, Martial weapons Improvement
Tools: Disguise Kit, one musical instrument 20th +6 Neverending 5 +30 ft. 4 3 3 3 2
Saving Throws: Dexterity, Charisma Show
Skills: Choose 2 from Acrobatics, Deception, Insight, Performance, Persuasion, Sleight of
Hand and Stealth Saving Throws
Equipment
Some of your features require a targeted creature to make a saving throw. Unless stated
You start with the following equipment, in addition to the equipment granted by your otherwise, the saving throw DC is calculated as follows: 8 + your Dexterity modifier + your
background: proficiency modifier

(a) A rapier or (b) A whip or (c) 2 daggers Dancer's Flow


(a) Leather armor or (b) A padded shirt
(a) A diplomat's pack or (b) An entertainer’s pack Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC
One musical instrument of your choice equals 10 + your Dexterity modifier + your Charisma modifier.

Natural Talent
Table: The Dancer
You have a talent for performance and a flair for the dramatic. You are proficient in the
—Spell Slots per Spell Performance skill. If you are already proficient in this skill, double your proficiency bonus.
Proficiency Cantrips Dancing Level—
Level Bonus Features Known Step 1st 2nd 3rd 4th 5th Dancing Step
1st +2 Dancer's — +5 ft. — — — — —
Flow, Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or
Natural wielding a shield. This bonus increases when you reach certain dancer levels, as shown in
Talent the dancer table.
2nd +2 Dancing 2 +5 ft. 2 — — — —
Step, Spellcasting
Spellcasting
3rd +2 Dance Style 2 +5 ft. 3 — — — — You have learned to untangle and reshape the fabric of reality in tandem with your graceful
movements. Your spells are part of your vast repertoire, magic that you can tune to different
4th +2 Ability Score 2 +10 ft. 3 — — — — situations. The list of Dancer spells can be seen at the bottom of this page.
Improvement
5th +3 Extra Attack 2 +10 ft. 4 2 — — — Cantrips
6th +3 Uncanny 3 +10 ft. 4 2 — — —
Dodge You know two cantrips of your choice from the dancer spell list. You learn additional
dancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of
7th +3 Dance Style 3 +10 ft. 4 3 — — — the Dancer table.
Feature
8th +3 Ability Score 3 +15 ft. 4 3 — — — Spell Slots
Improvement
9th +4 Split Second 3 +15 ft. 4 3 2 — — The Dancer table shows how many spell slots you have to cast your Dancer spells of 1st
Recovery level and higher. To cast one of these spells, you must expend a slot of the spell’s level or
higher. You regain all expended spell slots when you finish a long rest.
10th +4 Evasion 3 +15 ft. 4 3 2 — —
11th +4 Dance Style 4 +20 ft. 4 3 3 — — For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-
Feature level spell slot available, you can cast cure wounds using either slot.
12th +4 Ability Score 4 +20 ft. 4 3 3 — —
Improvement Spells Known of 1st Level and Higher
13th +5 — 4 +20 ft. 4 3 3 1 — You know two 1st-level spells of your choice from the dancer spell list.
14th +5 Beguile 4 +20 ft. 4 3 3 1 —
15th +5 Dance Style 4 +25 ft. 4 3 3 2 — The Spells Known column of the dancer table shows when you learn more dancer spells of
Feature your choice. Each of these spells must be of a level for which you have spell slots, as shown
on the table. For instance, when you reach 5th level in this class, you can learn one new
16th +5 Ability Score 5 +25 ft. 4 3 3 2 —
Improvement spell of 1st or 2nd level.
17th +6 — 5 +25 ft. 4 3 3 3 1 Additionally, when you gain a level in this class, you can choose one of the dancer spells
18th +6 Perfection 5 +30 ft. 4 3 3 3 1 you know and replace it with another spell from the dancer spell list, which also must be of
a level for which you have spell slots.
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Spellcasting Ability You can use a musical instrument (see the Tools section) as a spellcasting focus for your
dancer spells.
Charisma is your spellcasting ability for your dancer spells. Your magic comes from the
passion that you put into the dances you perform. You use your Charisma whenever a spell Dance Style
refers to your spellcasting ability. In addition, you use your Charisma modifier when setting
the saving throw DC for a dancer spell you cast and when making an attack roll with one. Beginning at 3rd level, you choose what dancing style you wish to emulate. You are able to
choose from the Mesmerizer, Acrobat or Magician, and learn features based on your choice
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
at 3rd level, and again at 7th, 11th and 15th level. The features determined by your choice
Spell attack modifier = your proficiency bonus + your Charisma modifier are explained at the end of this page.

Ritual Casting Ability Score Increase

You can cast any dancer spell you know as a ritual if that spell has the ritual tag. 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 you can increase two ability scores of your choice by 1.
Spellcasting Focus
As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

At 5th level, you can attack twice instead of once whenever you use the Attack action.

Uncanny Dodge

Starting at 6th level, when an attacker that you can see hits you with an attack, you can use
your reaction to halve the attack's damage against you.

Split Second Recovery

Beginning at 9th level, you learn how to correct a mistake without others noticing. When
you roll a d20 and the result is a failure, you are able to roll again. After you roll a second
time, you must use the second roll. You are able to use this feature 3 times, and regain
expended uses upon finishing a long rest.

Evasion

Beginning at 10th 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.

Beguile

When you reach 14th level, your wit and charm know no bounds. When a creature would
make a saving throw to resist being charmed by you, they make the saving throw with
disadvantage.

Perfection

When you reach 18th level, you learn to make your performance better. You gain
proficiency in a saving throw of your choice. You are not able to choose a saving throw that
you are already proficient in.

Neverending Show

At level 20, you are a master of your dances. You are now able to use your dance moves

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granted by your choice of Dance Style twice as many times as normal. On a successful save, the targeted creatures are only able to use the move, dash, dodge or
disengage actions, until the end of their next turn, and they are immune to this dance for the
Dance Styles next 24 hours. On a failed save, the targeted creatures are incapacitated until the end of their
next turn.
Mesmerizer
You are able to use this feature 3 times, and regain expended uses upon finishing a long
Mesmerizers enchant and entrance. There are few who are able to see a Mesmerizer and not rest.
stop looking.
Acrobat
Mesmerizer Dance Moves
Nimble and agile, an acrobat is able to move freely about, almost uninhibited by gravity.
Beginning at 3rd level, you are able to perform one of the following 3 dance moves as an
action. You are able to use your dance moves a number of times equal to your Dexterity Acrobat Dance Moves
modifier (minimum once), and regain all expended uses when you finish a short or a long
rest. Beginning at 3rd level, you are learn the following 3 dance moves. You are able to use your
dance moves a number of times equal to your dexterity modifier (minimum once), and
Come Hither: When you use this feature, any hostile creature within 15 feet of you regain expended uses upon finishing a short or a long rest.
that can see you must make a Charisma saving throw using your spell save DC. On a
failed save, the targets are charmed by you for the next minute. On a successful save, Somersault: As an action, you begin a special dance. For the next minute, when a
the targeted creatures aren't charmed. A creature who is charmed is able to repeat this creature makes an attack against you (whether they hit or miss), you can use your
saving throw at the beginning of each of their turns, ending the effect on the success. reaction to move half your movement speed. This movement doesn't trigger
When a creature is no longer charmed, they realize that they have been duped, and opportunity attacks.
become hostile to you.
Fancy Footwork: As a bonus action, you begin a dance of slipping in and out of
Performance Anxiety: When you use this feature, any hostile creature within 15 feet opponent's range. During this turn, if you make a melee attack against a creature, that
of you that can see you must make a Charisma saving throw using your spell save creature can’t make opportunity attacks against you for the rest of the turn.
DC. On a failed save, the targeted creatures subtract your proficiency bonus from all
attack rolls, ability checks, and saving throws they make during their next turn. On a Dancer's Insight: Your extensive training has allowed you to develop an eye for
successful save, they resist this effect. detail, increasing your chances of dodging attacks. You can take a bonus action to
make a Wisdom (Perception) check against one opponent contested by their Charisma
Audience Participation: When you use this feature, you can give your allies a (Deception) check. On a success, the opponent's next attack against you has
temporary boost to their morale. Make a Charisma check; if the result is equal to or disadvantage.
greater than 15, your allies add 1d4 to all attack rolls, ability checks, and saving
throws they make within the next minute. Roundalay

Cloud the Mind Beginning at 7th level, you learn how to handle multiple opponents at once. If you use your
attack action against a creature, you are able to use your second attack against another
Beginning at 7th level, you have mastered dances that allow you to befuddle and cloud the creature that is within 10 feet of yourself.
minds of others. As an action, you can force a number of targets equal to your Charisma
modifier within 15 feet of you to make a wisdom saving throw against your spell save DC. Vault
On a failed save, they are subjected to the effects of the compulsion spell or the confusion
Beginning at 11th level, you've learned to vault over creatures and objects. When faced with
spell (your choice). You can use this ability once, and regain the ability to use it when you
a creature or object no more than 1 size larger than yourself, you can spend your bonus
finish a long rest.
action to vault over it, landing on the other side. If you vault over a creature, it can make an
Upstage acrobatics check against your spell save DC. If they surpass your spell save DC, you instead
fall prone in front of them.
Beginning at 11th level, you are able to deflect mind altering effects back to their casters.
When you successfully vault over a creature, you gain advantage on your next attack roll
You can use your reaction when a creature casts a spell or uses an ability that forces you to against that creature before the end of this turn.
make a saving throw to resist getting the charmed, frightened or sleep conditions to attempt
to reflect the effect. If you succeed on the saving throw, you can inflict the creature with the Majestic Presence
condition instead of yourself. If you fail, it affects you as normal.
Beginning at 15th level, your acrobatic prowess and immeasurable grace have allowed you
You are able to use this feature 3 times, and regain all expended uses when you finish a long to ascend to the absolute heights of your craft. Whenever an opponent attempts to make an
rest. attack against you, you can use your reaction to force them to make a Charisma saving
throw equal to 8 + your Charisma modifier + your proficiency bonus. If they fail, they are
Showstopper unable to attack you and must choose another target within range, otherwise their attack is

Beginning at 15th level, you learn to stop others cold. As an action, you are able to force
any hostile creature who can see you to make a charisma saving throw against your spell
save DC.

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wasted. On a successful save, they are able to attack you, but the roll(s) are made with 3 Fire
4 Force
disadvantage. This feature can only be used a number of times equal to your Charisma 5 Lightning
modifier, and you recover all uses upon completing long rest. 6 Poison
7 Psychic
8 Thunder
Magician

Magicians are truly magically adept, adding more to their mystical repertoire of dance Dancer Spell List
moves.
You know the following spells on the Dancer spell list as described in your Spellcasting
Magician Dance Moves feature.

Beginning at 3rd level, you learn the 3 following dance moves. You are able to use your Cantrips
dance moves a number of times equal to your dexterity modifier (minimum once), and
regain all expended uses when you finish a short or a long rest. Blade Ward, Dancing Lights, Frostbite, Gust, Message, Minor Illusion, Prestidigitation,
Produce Flame, Resistance, Shocking Grasp, Thaumaturgy, Thunderclap, True Strike,
Lightning Reflex: When you are attacked by a creature within 30 feet of you, you Vicious Mockery
are able to use reaction to halve the damage taken. The creature that attacked you
must succeed on a Dexterity saving throw against your spell save DC or take 1st Level
lightning damage equal to 1d8 + half your dancer level.
Charm Person, Color Spray, Compelled Duel, Disguise Self, Expeditious Retreat, Jump,
Fiery Flamenco: As an action, you create a trail of flames across all your future Magic Missile, Shield, Sleep, Thunderwave
movement during this turn. Any hostile creature that tries to pass through the trail
must make a Constitution saving throw against your spell save DC. On a failed save, 2nd Level
its movement speed is halved and it takes fire damage equal to your dancer level. On
a successful save, it takes half the fire damage and its speed isn't halved. The trail Alter Self, Blur, Calm Emotions, Dust Devil, Enthrall, Hold Person, Mirror Image, Misty
fades at the start of your next turn. Step, Pass without Trace, Rope Trick, Suggestion

Cold Shoulder: When a hostile creature successfully attacks you, you can use your 3rd Level
reaction to cause the ground beneath and around them to erupt with ice, causing
icicles to sprout around them. The area within 5 feet of them becomes difficult Blink, Fear, Gaseous Form, Hypnotic Pattern, Major Image, Sending, Water Walk, Wind
terrain, and they must make a Dexterity saving throw against your spell save DC or Wall
take cold damage equal to 1d8 + half your dancer level. On a successful save, they
avoid the damage. 4th Level

Elemental Samba Dimension Door, Freedom of Movement, Greater Invisibility, Leomund's Secret Chest,
Mordenkainen's Private Sanctum, Otiluke's Resilient Sphere
Beginning at 7th level, you are able to tap into the rhythmic energies of the earth. As an
action, you begin a mystic dance. For the next 10 minutes, you gain resistance to all 5th Level
elemental damage types (acid, cold, fire, lightning, poison, and thunder damage).
Alternatively, you can choose one of these damage types; you and any allies within 30 feet Control Winds, Dominate Person, Dream, Geas, Hold Monster, Mislead, Modify Memory,
of you when you start the dance gain resistance to that type of damage for the next hour. Seeming, Telekinesis
This dance can be performed a number of times equal to your Charisma modifier, and you
regain all expended uses when you complete a long rest. Multiclassing

Out With a Bang Prerequisites. To qualify for multiclassing into the Dancer class, you must meet these
prerequisites: Dexterity 13, Charisma 13
Beginning at 11th level, you are able to go out on a high note. When you are reduced to 1 or
0 hit points, you can force all enemies within 60 feet of you to make a Constitution saving Proficiencies. When you multiclass into the Dancer class, you gain the following
throw against your spell save DC. On a failed save, they take 4d12 thunder damage and are proficiencies: Disguise Kit, one musical instrument.
deafened. On a successful save, they take half as much damage and aren't deafened.

Grand Crescendo Back to Main Page → 5e Homebrew → Classes

Once you hit 15th level, you learn how to tap into the primal energies of the weave itself. Retrieved from "https://www.dandwiki.com/w/index.php?
You can't control them completely, but they respond to you enough that they do not harm title=Dancer,_Variant_(5e_Class)&oldid=1551340"
you or your allies. As a bonus action, you can roll a d8. All enemies within 30 feet of you
take 8d6 damage of the type you roll on the d8, as shown below. You can use this feature up
to a number of times equal to half your Charisma modifier (rounded down), and you regain
Content is available under the GNU Free Documentation License 1.3 except where otherwise specified.
all expended uses when you finish a long rest.
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d8 Damage Type
1 Acid
2 Cold

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