Dancer
Hit Points
Hit Dice: d8 per Dancer level
Hit Points at first Level: 12+CON modifier
Hit Points at Higher Levels: 1d8+CON modifier
Proficiences
Armor: light and medium armor
Weapons: simple weapons, rapiers, dancer weapons, hand crossbow
Tools: a musical instrument and forgery kit
Saving Throws: Dexterity and Constitution
Skills: Pick two (2): Acrobatics, athletics, history, stealth, insight, deception, performance, or persuasion
Class Features
Dance Partner
Twice per long rest, you can use a BA to designate someone as your dance partner.
Standard Dance, Step, and Finish
The Dancer's default status while in combat is the
Standard Dance, and this only changes if the Dancer uses a BA to initiate a different dance. Every time the dancer or dance partner makes a successful attack or signature move, or hits with a spell attack roll, they gain one step in the Standard Dance.
When you have 2 or more steps, you can execute a
Standard Finish as an action. It does (weapon damage) + (DEX Mod) dmg with the damage type of your weapon to all designated targets within 20 ft.
At level 2, you gain 1 point of solar energy or 1 point of adrenaline from a successful standard finish (you hit at least 1 target).
At level 3, you do an additional die of damage according to your weapon's stats per 2 steps in your dance when you execute the finish. (Example: 2 steps = 2dX dmg, 4 steps= 3dX dmg, 6 steps= 4dX dmg, etc.)
At level 5, your finish deals 3dX dmg by default. It deals and additional die of dmg for each 2 steps in your dance upon execution. You also gain 2 Standard steps per successful attack by you, but not your partner.
Technical Dance, Step, and Finish
The Dancer can use a BA to initiate a
Technical Dance. The dance starts with 0 steps. While doing a technical dance, you gain two steps per hit from your or your dance partner;however, if you miss a step, you dance ends, and becomes a basic dance with 0 steps. When you have two steps, you may use an Action to perform a
Technical Finish. It does (weapon damage) + 2X(Dex Mod) damage in the type of your weapon. You gain 2 points of Solar energy for a Successful Techinical Finish.
At level 6, you get 3 steps per hit from you or your partner. Round down to an even number upon a finish.
At level 8, you do an additional die of damage for each 2 steps expended.
At level 10, you gain 3 points of solar energy upon a successful finish. Round up to an even number immediately before execution.
At level 12, you can miss one step without collapsing to a basic dance.
Signature Moves
As a Dancer, you have several opportunities to learn
Signature Moves, or special maneuvers in your dance that actively or passively enhance the performance. Whenever you have the opportunity, you may pick from this list:
• “A tierre”- the dancer touches the ground to find balance
As a BA, the dancer gains advantage on their next saving throw (within 10 min)
This formatting suggests some Aesthetic options for the same ability:
• “Amague”- the dancer feints to one side before changing direction
• “Avel” – the dancer suddenly jumps while tucking
• “Ambre” – the dancer dramatically bends the body and limbs
• “Ciseaux” – the dancer jumps and kicks like a giant scissor
As a reaction, but before the dancer knows if an attack roll succeeds, the dancer can evade an attack (1/short rest)
• “Arraste”-the dancer grabs and pulls the legs of a foe
• “Barrida”-the dancer sweeps the legs of a foe
The dancer uses a BA to attempt to knock a target prone, causing a DEX saving throw. Range: 5ft
• “Allonge”- the dancer makes a long line in movement.
The dancer may now use the dash action to move up to 1.5X their speed
• “Entrechat” (veil only)- a dialogue between dancers
The dancer can use “tongues” as a free action once per long rest without expending solar energy.
• “Fouette/patadas” (wheels only)- kicks
The dancer can once per long rest relocate a target of their choice up to 10 feet from their original position so long as they do not collide with anything on the way on in their new position.
• “Rulo” (fans only)- the dancer curls their body
The dancer, once per long rest, uses charm person as a free action without using solar energy.
• “Paradas” (veil only)- the dancer sets both feet down and comes to a stop
The dancer confuses a target that can see them by using an action to stop inanely. They make a CHA saving throw, or lose an action, or a bonus action if they succeed the saving throw. The dancer gains a point of solar energy if they succeed.
• “Freeze” (wheels only)- the dancer ceases all movement suddenly
Twice per long rest, the dancer can shake off all movement-restraining status effects as a reaction.
• “Kaholo” (fans only)-a hula step
The dancer (2/short rest) uses a bonus action to attempt to give a target disadvantage on attack rolls for 10 minutes, making a CHA saving throw. Range: 30ft
• “Sword Dance” (wheels only)- a highly aggressive and sharp dance with movements that cut through the air
The dancer uses an action to initiate the sword dance. Each attack that the dancer can gain adrenaline from that does damage will gain 1d6 piercing damage per dancer level minus 1 (at least 1d6) for 10 minutes or until the dancer misses an attack roll.
• “Zumba” (veils only)- a type of high intensity cardio-style dance that focusses on burning calories.
The dancer uses an action to begin leading a Zumba class, and all living targets within 60 feet will make a CHA saving throw. If they fail, they will uncontrollably begin to imitate your dance steps to the best of their ability (mostly likely poorly unless they themselves are dancers or have been to 3-4 classes before). They will be unable to move from their position or make physical movements other than those they imitate until the dancer uses a free action to stop dancing. The dancer also cannot make physical movements for the duration.
• “Sacadas” – the dancer changes the move midstep
The dancer uses a reaction to a failed attack to try again with a different attack (2/short rest)
• “Arabesque” – one-legged
Just as the dancer can hop one legged, the also may wield two handed weapons with one hand.
• “Assemble” – bringing the feet together
The dancer can double the damage of a one-handed weapon by wielding it with two hands
• “ball change” – partial transfer of weight on a foot
Can make a BA melee attack with a one-handed weapon so long as they have not made a melee attack this turn.
• “A croisee” – oblique body with crossed leg
Can use an action to move through difficult terrain freely
• “Ecartes” – oblique body with oblique leg
The dancer can use an action to shake off encumbering effects
• “Solar Dance” – You can cast spells as though you are 1 level higher in Solar energy usage.
• “Astral Dance” – You draw energy from the stars as well as the sun, allowing you to cast spells as though you are 2 levels higher in solar energy usage. (Prereq and Replaces “Solar Dance”)
• “Dance of the Never-Setting Sun”- You draw radiant energy from the breath itself. You may cast spells using solar energy at 3 levels higher than you normally can. (Prereq and replaces “Astral Dance”)
• Ballet 2 – The effects of your Ballet Style are doubled (Prereq: Ballet Style)
• Ballroom 2 – The effects of your Ballroom Dance are doubled (Prereq: Ballroom Dance Style)
• Kaholo Hula – The effects of “Kaholo” become an aura with a radius of 30ft. The Spell save DC is increased by 2 from your normal DC. (prereq: Kaholo)
• Gran Rulo – The dancer may cast charm person OR detect thoughts as a free action without expending solar energy (prereq: Rulo, 2/lr)
• Sacadas 2 – The dancer may now use this signature move 4/lr.
• Premier Danseur – So long as they do not contradict, the dancer may now pick 2 where they would normally pick one
Pick one:
• “drop” – the dancer gives their full weight to their partner
As a reaction to taking damage from an attack, the dancer makes a CON saving throw (DC 14) to transfer the full damage to their partner. They must react before the final damage is announced.
• “Llevada” – To lift your partner
As a reaction to their partner taking damage, the dancer makes a CON saving throw (DC 14) to transfer the full damage onto themselves. They must react before the final damage is announced.
Pick one:
• “Arch” – to arch the body
• “Assuit” – to form the body as though made of metal
• “degage” – to move from one foot to the other
The dancer gains +2 to AC
Pick one:
• “Chasse” – a trio of jazz steps in rhythm in a line
The dancer uses a BA instead of an Action to dash.
• “Fondu”- folding the body by the knees
• “plie” – bending of the knees
• “Piroutte” – a one footed spin that torques the body
The dancer dodges as a BA rather than an action.
• “tour” – the dancer turns left
• “giro” – the dancer turns right
• “erosque” – the dancer twists
The dancer may disengage as a BA rather than an action.
• “efface” – the dancer hides
The dancer may hide as a BA rather than an action
Pick one:
• “En Arrier” – to the back
The dancer rescues their dance partner, placing them behind themselves, or to a side of unavailable. Range 60(+lvl) ft. The partner does not suffer an attack of opportunity if applicable.
• “En Avant” –to the front
The dancer jumps to their partner, landing in front of them, or to a side if impossible. Range 60ft (+lvl)
Pick one:
• “Ballon” - suspending one’s body in air
The dancer’s high jump is doubled
• “Grand Jete”- a long jump!
The dancer’s long jump is doubled.
You may pick one type of signature Ballet Style, but not at the same time as Ballroom Dancing
• “Adage” – the slow movement
The dancer’s partner always goes immediately after the dancer in initiative unless they are faster
• “Adagio” – a movement of balancing and suspension
The dancer’s partner gains a +2 to attack rolls if they are weaker (lower STR). If the dancer is weaker, they gain +2.
• “Alegrias” – a gypsy dance
The dancer’s partner gains +2 to attack rolls if the are slower (lower SPD). If the dancer is slower, they gain +2.
• “Allegro” – the fast movement
The dancer goes after their partner in initiative unless they are faster.
• “Tango” – not a ballet. Fuck ballet.
The dancer and partner’s turn in initiative are simultaneous regardless of speed. They use the dancer’s roll.
You may pick on style of Ballroom Dancing, but not at the same time as Ballet Style
• “Rhythm” – like swing dancing!
The dancer and their partner add +2 to STR rolls, not including damage on STR weapons.
• “Smooth” – like waltz!
The dancer and their partner gain +2 to their DEX rolls, not including the damage rolls for DEX weapons.
• “Style Style” – Like Ballroom, in general. You like it all.
The dancer and their partner gain +1 to both STR and DEX rolls, or they may add +1 to the damage of STR and DEX weapons. This is determined when the Dancer picks this trait and cannot be changed.
Starting Equipment
First of all, a dancer's training makes them automatically more dextrous. Add +1 to Dex. Next, a dancer starts with:
- 1 set of copper fans, wheels, or glaives
- one crossbow or simple melee weapon
- an entertainers or explorers pack
- a musical instrument
- a set of leather armor
- one costume
Spellcasting
The Dancer Subclasses Fans and Veils can cast using solar energy. The cost of each spell is determined by level in the table below:
Solar Energy Table |
Spell Level |
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3 |
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5 |
6 |
7 |
8 |
9 |
Solar Energy Level |
Points Needed |
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2 |
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4 |
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1 |
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5 |
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1 |
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6 |
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6 |
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7 |
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7 |
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8 |
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5 |
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9 |
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5 |
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10 |
10 |
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3 |
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6 |
9 |
They Dancer may prepare a number of spells equal to their level plus their CHA modifier. They use CHA as their spellcasting ability. The spell list from which the Dancer can pull from is as follows:
1
Burning Hands (Fans)
Catapult
Cause Fear
Charm Person (Veils)
Command
Cure Wounds (Veils)
Dissonant Whispers
Ensnaring Strike (Fans)
Expeditious Retreat
Feather Fall (Fans)
Grease (Fans)
Healing Word
Ice Knife
Jump
Puppet (Fans, Veils)
Sanctuary (Veils)
Shield (Veils)
Silent Image
Snare
Sleep (Veils)
Tasha’s Hideous Laughter (Veils)
2
Barkskin
Blur
Crown of Madness (Veils)
Enhance Ability (Veils)
Flame Blade (Fans)
Hold Person
Lesser Restoration (Veils)
Levitate (Fans)
Mirror Image (Veils)
Shatter (Fans)
Silence
3
Animate Dead (Veils)
Beacon of Hope
Counterspell (Veils)
Dispel Magic (Veils)
Elemental Weapon (Fans)
Feign Death (Fans)
Flame Arrows (Fans)
Fly (Fans)
Haste (Veils)
Mass Healing Word (Fans, Veils)
Revivify (Veils)
Protection from Energy
Slow
Vampiric Touch (Fans)
Wind Wall (Fans)
4
Black Tentacles
Compulsion
Confusion
Fire Shield
Freedom of Movement
Greater Invisibility
Stone Shape
Stoneskin
5
Antilife Shell
Cone of Cold
Dominate Person
Flame Strike
Mislead
Seeming
Teleportation Circle
Tree Stride
Wall of Force
6
Blade Barrier
Create Undead
Disintegrate
Flesh to Stone
Irresistible Dance
Mass Suggestion
Sunbeam
Wind Walk
7
Arcane Sword
Etherealness
Finger of Death
Plane Shift
Teleport
8
Antipathy/Sympathy
Clone
Earthquake
Glibness
Power Word Stun
9
Shapechanger
Power Word Kill
Prismatic Wall
Adrenaline (Wheels)
The Wheels dancer cannot cast spells, however gains points of adrenaline from completing finishes instead. When you successfully complete a finish, you may expend a point of Adrenaline to add 1d10 slashing dmg to a single target in your finishing move's range. You may expend as many points of adrenaline as (steps in your current dance - 1) + (number of finishes you have done in the last ten minutes.
At level 5, Adrenaline! becomes Adrenaline!!! You may now expend up to 3 points of adrenaline when you make a finish, unless you can expend more using the above method. If you expend more than 3 points at once, you gain half of the points back on a hit, and deal an additional 1d8 Cold dmg for each point spent.
At level 20, Adrenaline!!! becomes Adrenaline!!!!!!! You may now expend up to 7 points of Adrenaline when you make a finish. All of the above is still true.
You may be able to tell that the Wheel dancer has the potential to gain momentum as the dance continues for longer and longer.
Subclass Options
Dance Style
As a dancer, you adopt a particular style of dance that determines your skills and capabilities.
Wheels
You use circular blades at close range to cut your foes into ribbons. You use your dance steps to do increasingly devastating single target attacks, but only if you don't miss.
Turn and Cascade (Wheels Only)
If the Dancer is holding their wheels, they may at any time make a Turn attack with an Action. Regardless of how much damage your wheels normally do, a Turn deals 1d10+DEX slashing damage and gives you the "Turning" status on a hit.
When the Dancer is "Turning" they may then make a Cascade attack with an Action. A Cascading attack is a normal weapon attack, but consumes the "Turning" status. On a successful hit, the Dancer gains the "Cascading" status as well as 1 point of adrenaline. The next Finish the Dancer makes can consume the "Cascading" status to do an additional 1d10 cold damage. If this status is not used within 10 minutes, it expires.
At level 11, these abilities upgrade to Flourishing Turn and Flourishing Cascade. The Dancer now gains the status "Flourishing" after doing a turn. The Dancer now gains 2 points of adrenaline when they gain the "Flourished" status. Additionally, the Dancer may hold multiple charges of "Flourished." Instead of using one of these for a finish, the Dancer may expend one to attempt to turn away damage from themself onto something nearby, be it inanimate or an ally. They make a DEX save to contest the attack roll.
Sweeping Glaive
At level 5, three times per long rest you can make any regular attack with your Dancer's Wheels a Sweeping Glaive attack. An enemy hit with this attack makes a DEX saving throw with a DC (10+Dex+Proficiency). If they fail, they fall prone.
At level 9, you may do this four times per long rest (it shares a count with Piercing Glaive), and the attack also deals and additional 1d10 cold damage.
Piercing Glaive
At level 9, four times per long rest (it shares a count with Sweeping Glaive), you may make any regular attack with your Dancer's Wheels a
Piercing Glaive attack. If it hits, the target makes a Dex Saving throw as above. If tthey fail, the attack avoids all resistances and immunities, including immunity to non-magical weapons.
Fans
You use heavy battle fans to batter your foes at close and long range. You use your steps to do deadly aoe effects and harness solar energy to channel arcane forces against your foes.
Fan Lock and Rain of Fans
At level 5, when the Dancer has 2 dance steps, they may initiate a Fan Dance as a bonus action. When they have 2 Fan Steps, they may use either
Fan Lock or
Rain of Fans.
Fan Lock- the Dancer reacts to a melee attack by blocking with their fans, then disarming their foe. They gain 1 point of solar energy.
Rain of Fans- The Dancer uses an action to launch a barrage of fan attacks from a distance in a 10 ft radius centered on a point. It does 1d8 per dancer level in Bludgeoning damage to all foes within the circle. The range of the attack is 120 ft.
At level 9, when the dancer Initiates a fan dance, they do so with 1 Fan step.
Veils
You use subtler veils to quick build solar energy to protect, heal, and buff your allies. You also are known to bewitch and bedazzle your foes.
Dance of Veils and Dance of Strands
At level 5, if they Dancer has 2 Basic steps, they may initiate a Dance of Veils or a Dance of Strands with 0 steps.
Dance of Ten Veils- The Dancer is wreathed in their veils, making them hard to hit. This gives attacks against the Dancer disadvantage until they are hit or use a free action to end their dance.
at level 9, this becomes the Dance of Tenhundred Veils. They become hard to see as the veils make their form blurry. This raises the Dancer's AC by 4.
At level 11, this becomes the Dance of Tenthousand Veils. No defined form is visible as the Dancer's Body is covered in moving veils. The Dancer's AC is raised by 7.
Dance of Gauzy Strands-The Dancer is attempting the channel solar energy. They may do basic finishes, however their Solar Energy gain is doubled until they take damage, cast a spell, or end their dance.
At level 9, this becomes the Dance of Silken Strands. They now gain triple the Solar energy they would normally gain from basic finishes.
At level 11, this becomes the Dance of Sylvan Strands. They may cast spells without ending their dance.
Social Status
As a dancer, you also fall within a certain caste in society.
Courtesan
as a member of a noble family, you have elevated yourself by performances in court and society (choose a noble background)
Concubine
Your renown as a performer and entertainer has intimately connected you with many of the right people (choose the entertainer background).
- you have a noble patron to call on in a pinch.
Contractor
You are known for your more mercenary skills (chose criminal background).
- You are always able to receive ample gold in your downtime by doing some contract work. This means killing, usually, if not intimidating the right people.