Dancer 5e - GM Binder

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The Dancer

1
Dancer

H
umming to herself to remember the first A dancer always has a reason as to why they dance. This
few steps and her line, a young elf purpose guides them in life. Whether you were simply the
wearing a regal tutu takes to the stage to best dancer at your local tavern, or whether you grew up
perform for her recital. Her dance is with formal training. Without joy, there is no spring in your
accompanied by wind helping her leap, step.
fire acting as her spotlight and lightning Why do you dance? Is it a hobby you have excelled at?
adding the trusty razzle dazzle to her Or does it mean something deeper to you? Maybe you
spinning. grew up in a culture that valued dancing, maybe it was
Mesmerizingly twirling and whirling with ribbons and something that brought comfort in times of sadness. Or
colorful cloth, a half elf brings life to the tavern alongside a perhaps you have ambition of rising through social circles,
good song. Unfortunately for the crowd, he’s robbing them and balls and other such parties are your ticket to success.
blind, cutting purses with an expertly hidden dagger up his
sleeve. His fellow dancers are juggling swords and
performing mock combat to help keep eyes off him.
Quick Build
Hurriedly, many small children find their seats in the You can make a dancer quickly by following these
town square, a traveling troupe is in town. Out comes a suggestions. First, Dexterity should be your highest ability
gnome and the story begins. Through the dance, the tale score, followed by Constitution, followed by Charisma.
of the Great Ginevra the Good is told, behind stage, other Second, choose the entertainer background.
dancers conjure up the scenery to enhance the
performance.
Regardless of what kind of dance, movement unites
these individuals as their performance aids them in their
walk of life. A dancer is swift, coordinated and full of
stamina, they dance for many different reasons that can
range from hand to hand combat, to deception and
distractions, to commanding the elements, to storytelling
and anything in between.

Tempo and Stamina


Anyone can dance, and dancers are a welcoming sort
usually, to spot the best of the best, one need look closer,
dancers who work day after day to improve the fluidity in
their rhythm, these individuals develop a personal touch
to their dance that cannot be taught. There is nothing like
the thrill of a dance.
Dancers bring flexibility to the table, they are quick on a
dime in battle, navigating through the fray with excellent
dodging capabilities. Dancers are specialists in using their
momentum to swing the fight in their favor, supporting
allies and hindering foes while flying through the
battlefield through precise steps.

Seeking Adventure
Depending on the type of dancer, there are many reasons
to explore cursed tombs, loot legendary treasures, visit
wondrous cities, and observe strange creatures.
Wanderlust is a feeling known to almost all dancers,
something in them tells them they aren’t destined to stay
where they are and dance to merely the local tune.
A dancer with adventure under their belt can brag about
it at the annual dance-off or joke about how their sure
footing saved their clumsy companion. They tend to be of
the chaotic sort, favoring personal freedom, living life
carefree and without inhibitions. After all, what is the
purpose of performing if there’s no one around to see it?

Creating a Dancer
2
The Dancer Table
Level Proficiency Bonus Features Rhythm Dice Dance Steps
1st +2 Signature Dance, Performance Zeal, Unarmored Defense - -
2nd +2 Dance Steps, Rhythm Dice 3d8 2
3rd +2 Dance Style 3d8 3
4th +2 Ability Score Improvement 3d8 3
5th +3 Extra Attack, Fast Movement 4d8 4
6th +3 Dance Style Feature 4d8 4
7th +3 Gracefulness 5d8 5
8th +3 Ability Score Improvement 5d8 5
9th +4 Evasion 5d8 6
10th +4 Dance Style Feature 5d8 6
11th +4 Improved Rhythm Dice 5d10 7
12th +4 Ability Score Improvement 5d10 7
13th +5 Life of the Party 5d10 8
14th +5 Dance Style Feature 5d10 8
15th +5 Persistent Performer 6d10 9
16th +5 Ability Score Improvement 6d10 9
17th +6 True Dedication 6d10 10
18th +6 Improved Rhythm Dice 6d12 10
19th +6 Ability Score Improvement 6d12 11
20th +6 Master Performer 6d12 12

Class Features Signature Dance


As a Dancer, you gain the following class features You have worked on a signature dance that you can
perform so long as you are not wearing armor or wielding
Hit Points a shield. You can use a bonus action to commence the
Hit Dice: 1d8 per Dancer level Signature Dance. It ends early if you are incapacitated. You
Hit Points at 1st Level: 8 + your Constitution modifier can also stop dancing at any time you choose as a free
Hit Points at Higher Levels: 1d8 (or 5) + your action.
Constitution modifier per Dancer level after 1st While dancing, you gain the following benefits:

Proficiencies You have advantage on Dexterity checks when


Armor: None attempting to avoid a grapple.
Weapons: Simple weapons You have advantage on Dexterity saving throws.
Tools: A musical instrument that can be played while Allies’ attacks within 30 feet of you deal additional
dancing, disguise kit damage equal to half your Dancer level (rounded up)
on the first hit of that turn. This bonus does not apply
Saving Throws: Dexterity, Charisma on Spells that deal damage.
Skills: Choose four from Acrobatics, Athletics, Deception,
Perception, Persuasion, Sleight of hand, and Stealth If you are able to cast Spells, you can't cast them or
concentrate on them while dancing. Your dance lasts for 1
Equipment minute. You can use this feature a number of times equal
You start with the following equipment, in addition to the to your proficiency bonus, and you regain all expended
equipment granted by your background: uses of it when you finish a long rest.
A simple weapon
(a) an entertainer's pack or (b) an explorer's pack
(a) a musical instrument (such as a tambourine or
maracas) or (b) a disguise kit
Leather armor and a dagger

3
Performance Zeal Extra Attack
Your love for your craft manifests in your personality, you Beginning at 5th level, you can attack twice, instead of
gain proficiency in Performance. once, whenever you take the Attack action on your turn.

Unarmored Defense Fast Movement


Beginning at 1st level, while you are wearing no armor and Starting at 5th level, your speed increases by 10 feet while
not wielding a shield, your AC equals 10 + your Dexterity you aren’t wearing heavy armor.
modifier + your Charisma modifier.
Gracefulness
Dance Steps
At Level 7, you have learned how to best keep your footing
Starting at level 2, you have practiced certain step patterns in any situation. You have advantage on ability checks and
that compliment your dancing. These steps are fueled by saving throws to avoid being knocked prone, and if an
special dice called rhythm dice. attack or effect would cause you to be knocked prone, you
You learn two steps of your choice, which are detailed can use your reaction to immediately stand up.
under “Dance Steps” below. Many steps enhance an attack
in some way. If you activate Signature Dance, you can use Evasion
a step that requires a bonus action as part of the
activation. You can use only one step per attack. Beginning at 9th level, you can nimbly dodge out of the
You learn additional steps of your choice as you gain way of certain area effects, such as an ancient white
dancer levels according to the Dancer table. Each time you dragon’s icy breath or a Fireball spell. When you are
learn a new step, you can also replace one step you know subjected to an effect that allows you to make a Dexterity
with a different one. 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.
Rhythm Dice
At 2nd level, you get rhythm dice. Improved Rhythm Dice
Rhythm Dice: You have three rhythm dice, which are
At 11th level, your rhythm dice turn into d10s. At 18th
d8s. A rhythm die is expended when you use it. You regain
level, they turn into d12s.
all of your expended rhythm dice when you finish a short
or long rest.
You gain another rhythm die at 5th level, one at 7th level Life of the Party
and one more at 15th level. At 13th level, your joy for your passion has increased to
Saving Throws: Some of your steps require your target the point that other creatures cannot help but be
to make a saving throw to resist the step’s effects. The enthused. Once per long rest, you can cast Otto’s
saving throw DC is calculated as follows: irresistible dance at base level. The DC is equal to your
Step save DC = 8 + your proficiency bonus + your Step save DC.
Charisma modifier
Persistent Performer
Dance Style
Starting at 15th level, when you roll initiative and have no
At 3rd level, you dedicate yourself to a dance style of your rhythm dice remaining, you regain 2 rhythm dice.
choice. You can find these options below. Your choice
grants you features at 3rd level, and again at 6th, 10th, and True Dedication
14th level.
At 17th level, your dedication to the art of dancing has
Ability Score Improvement become so potent that whenever you expend a rhythm die
for a Dance Step, you can maximize one of the dice rolls.
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your Master Performer
choice by 2, or you can increase two ability scores of your
choice by 1. As normal, you can’t increase an ability score At 20th level, you have mastered the art of dancing. You
above 20 using this feature. can perform your Signature Dance as many times as you
Using the optional feats rule, you can forgo taking this like.
feature to take a feat of your choice instead.

4
Shared Stories
Dance Style Beginning at level 3 when you choose this Style, you have
Your choice of dance style reflects the reasons why you learned various knacks on your travels. You gain
began to dance. Beginning to dedicate yourself to a certain proficiency in a language, a tool, and in a skill of your
style will help you carve out a niche you can make your choice.
own as you reach 3rd level. This does not mean you can
now only dance a certain way, but you will endeavor to Dynamic Duo
master the dance you have chosen until it is truly yours. At level 6, as an action you can create an illusory
doppelganger to assist your performances as an action. It
Dance of the Wandering Lorekeeper has AC 10, 1 hit point, a Strength of 4, and it can't Attack. If
it drops to 0 Hit Points, it disappears. If it is more than 120
Loredancers are in tune with world around them. Their feet away from you, it disappears.
wanderlust spurs them to travel to meet new people, see It obeys your every command to the best of its abilities,
new sights, and collect new stories. All the world is a stage and you can give it orders telepathically to speak or
to them. Their abilities aid them in their theatrical interact with an object as a bonus action once on each of
storytelling and their interpretative dancing on stage grant your turns. It can perform simple tasks that a human
them a touch of magic. servant could do, such as fetching things, cleaning, folding
clothes, lighting fires, serving food, and pulling levers.
Minor Spectacle Once it completes a task, it then waits for your next order.
Additionally at 3rd level, your penchant for costumes and You can cast modify their appearance at will as a free
roleplay grant you magic to enhance your performance. action, they can mimic any voice you have heard of before.
You gain the ability to cast Thaumaturgy and Minor Illusion You can only control one doppelganger at a time, they
and Disguise Self at will, including during your Signature remain until dismissed or dispersed by external means.
Dance.
The Spell save DC to see through your illusion spells is Quick Change
equal to your Step save DC. At 6th level, you learn a magic that allows you to bring
your wardrobe around with ease. You can select a number
of outfits equal to your Dancer level, these outfits can also
be single articles of clothing or accessories and other
costumes (magical wear must be attuned to for this to
work), you can swap what you are wearing with one of
these selected outfits as a free action so long as they are
on the same plane of existence as you and you have put
them on before.

Major Spectacle
At 10th level, your showmanship and passion has
improved to the point that you can bring your stories to
life with more powerful illusion magic, you gain the ability
to cast Major Image and Hallucinatory Terrain a number of
times per long rest equal to your Charisma modifier,
including during your Signature Dance.

Aura of Anti-Stage fright


At level 14, while your Signature Dance is active, you
cannot be frightened, and your allies have advantage on
saving throws against spells and abilities that cause the
frighten condition.

Traveler's Tales
Additionally at 14th level, your studies and journeys have
granted you knowledge about the famous, you can cast
Legend Lore once per long rest. You do not need material
components, only verbal components.

5
Dance of the Shifting Veil Fighting Style
At 3rd level, you adopt a particular style of fighting as your
Dancers of the Shifting Veil are swift, captivating dancers specialty. Choose a Fighting Style from the list of optional
who train with special weapons to further woo the crowds. features. You can't take the same Fighting Style option
Shifting Veil style involves swinging with momentum, the more than once, even if you get to choose again.
best dancers of this style move so quickly spectators Dueling: When you are wielding a melee weapon in one
exclaim it is like watching three dancers move in perfect hand and no other weapons, you gain a +2 bonus to
synchronization. damage rolls with that weapon.
Two-Weapon Fighting: When you engage in two-
Art of the Shifting Veil weapon fighting, you can add your ability modifier to the
The origins of this dance lie in imitation: The humble whip damage of the second attack.
imitating snake fangs, scimitars to evoke feline grace, or Defensive Polearm Wielding: While you are wielding
the creative usage of polearms as a show of strength and a weapon with two hands, you gain a plus 1 to AC. The
agility. You gain proficiency with scimitars, glaives, weapon must have the Two-Handed or Versatile property
halberds, pikes, whips, and war fans when you reach 3rd for you to gain this benefit.
level.
Flourishing Cascade
Blade dance At 6th level your momentum allows you to further combo
Beginning at level 3 when you choose this Style, you can
your moves with poise and grace, after successfully
make a weapon attack when you commence your
landing an attack, you can make another attack.
Signature dance as part of the bonus action. Additionally,
You can use this ability a number of times equal to your
during your Signature Dance, your weapon attacks score a
proficiency modifier. You regain all uses on a long rest.
critical hit on a roll of 19 or 20.
Sway of the Shifting Veil
You have learned the evasive moments of the Shifting Veil,
making it harder for people to pinpoint where you are at a
given moment.
At 10th level you can create an illusory doppelganger of
yourself after you successfully land an attack. These
doppelgangers are identical to the ones conjured by the
Mirror Image spell.

Master of Striking
You have mastered the art of blending dancing with
weapon attacks, at level 14 you can cast Steel wind strike
as a 5th level spell. Once you do so, you must complete a
long rest before you can use this ability again.

War fan
1d4 slashing damage, Light, Finesse, Thrown
(20/60), special: When thrown, this weapon
acts like a boomerang and will return to your
hand after a ranged attack.

6
Dance of the Elemental Ballet
Through extensive study of the elements, these dancers
attune to the elemental planes and harness that power
through sleek, subtle movements. They learn even to
concentrate on spells while dancing, and they are as
graceful as they are elegant.

Elemental Attunement
Starting at 3rd level, when you commence your Signature
Dance, choose an element to evoke:

Fire: Creatures within 5 ft you take fire damage equal


to your proficiency modifier + your Charisma modifier.
Water: Creatures within 5 ft must make a Strength
saving throw against your Step Save DC or be pushed
back 10 ft.
Air: You gain the benefits of the disengage action.
Earth: You gain resistance to slashing, bludgeoning,
and piercing damage for 1 minute.

Elemental Sense
At 3rd level, your senses awaken to the primordial planes.
Until the end of your next turn, you can detect portals
leading to the Elemental Planes as well as any Elementals
within 5 miles of you. You can use this feature a number of
times equal to your proficiency bonus. When you finish a
long rest you regain all expended uses of this ability.

Primordial Studies
At 3rd level, you learn to speak Primordial and its dialects,
in addition, you learn to cast the following cantrips at will,
including during your Signature Dance: Control Flames,
Shape Water, Gust, and Mold Earth.

Redirected Energy
When you reach 6th level, you have learned to guide
elemental energy away from you. As a reaction when you
take acid, cold, fire, lightning or thunder damage, you can
prevent the damage and fire a beam of concentrated
energy at a creature within 120 ft of you, this beam deals
the same amount of damage you would have taken and is
the same damage type. You can use this ability a number
of times equal to your proficiency modifier. You regain all
uses on a long rest.

Elemental Affinity
At 10th level, you have furthered your understanding of
the elemental planes, you gain the ability to cast Fire
shield, Control Water, Control Wind, and Stoneskin once
per long rest, including during your Signature Dance.

Elemental Epitome
Upon reaching 14th level, the potency of your magic has
been amplified to the max, you can cast one of the
following spells, including during your Signature Dance:
Investiture of Flame, Investiture of Ice, Investiture of Wind,
or Investiture of Stone. You must complete a long rest
before you can use this ability again.

7
Dance of Celestial Veneration Healing Wave
At level 6, your angelic connection empowers your
These dancers worship angelic beings and the Upper restoration abilities, you can use an action to heal allies
Planes, they can worship deities such as Elistraee who within 120 feet of you an amount equal to your proficiency
sponsor performative art, but normally they will take modifier + your Charisma modifier. You can use this ability
inspiration from all celestial beings of good nature. With a number of times equal to your proficiency modifier. You
solemn subtle movements and sudden arcs and twirls, regain all uses on a long rest.
Veneration dancers are blessed with divine energy as they
praise and dance together in temples. Curative Wonder
At 10th level, your fervent dedication to divinity grants you
Divine Safeguard an additional gift. You can spend an action to cast Remove
At 3rd level, your optimistic nature and belief that light can Curse. You must complete a long rest before you can use
always be found even in the darkest moment has granted this ability again.
you insight into the protective abilities of holy beings.
When you commence your Signature Dance, you gain an Vanquishing Light
additional benefit: Allies within 30 feet of you gain a +1 At 14th level, you have been exalted for your dedication.
bonus to AC and Saving Throws. As an action, you can choose to become a being of pure
Additionally, you are immune to disease due to the light for 1 minute, enhancing all your abilities. While in this
protective spirit that blesses you for your faith. form:

Reflection of Light You are immune to all status effects and to Necrotic
At level 3, your inner energy manifests as small glowing damage.
spheres of light, when you dance, you can cast Dancing You shed bright light in a 60 foot radius.
Lights as a free action. Any spell you know from the Dance of Celestial
Additionally at 3rd level, you learn Celestial so that you Veneration can be cast through your Orbs of Light.
may understand the wonderous words of the ones found Your Healing Wave heals for twice the amount.
in the heavenly skies. All damage you deal becomes Radiant damage.

This form lasts for 1 minute. You must complete a long


Graceful Blessing rest before you can use this ability again.
At 6th level, as a result of your devotion to holy beings of
goodness, you can cast Lesser Restoration a number of
times equal to your proficiency modifier. You regain all
uses on a short or long rest.
At 10th level you can cast Greater Restoration once per
short or long rest.

8
Dance of the Occult Ritualist Restless Spirits
At level 6, when you commence your Signature Dance,
These dancers are known for their jerkish movements, departed spirits heed your call, choose one target (this can
ominous chanting, and grotesque accessories, Occult be yourself as well) within 120 feet, the spirits will swirl
Ritualists dance to communicate with supernatural around them, once per turn, the first attack made against
creatures such as demons, eldritch abominations, or someone who is being guarded by these spirits has
spirits of the afterlife. They dabble in forbidden knowledge disadvantage. If the target is hostile to you, the spirits do
and with their sleek movements they can manipulate not protect them, instead they prevent the target from
death, unlock secrets, and force the dead to dance with regaining Hit Points.
them.
Spirit Counsel
Death Sense Through your contacts with the spirits, at 10th level you
At 3rd level, your awareness opens up to the supernatural can ritual cast Divination, Commune, Contact Other Plane
veil beyond death, until the end of your next turn, you and Summon Greater Demon. You have advantage on
know the location of any Undead within 5 miles of you and Charisma checks made during the duration of the spells.
you can hear their whispers. You can use this feature a
number of times equal to your proficiency bonus. When Supernatural Ward
you finish a Long Rest, you regain all expended uses. Your understanding of death grants you a boon against it.
When you reach 10th level, you gain the ability to cast
Deity Savant Death Ward on yourself once per long rest.
Your well-rounded knowledge of beings who are
worshipped grants you proficiency in Religion at level 3. Death's Door
When you reach level 14, you have perfected your cunning
Unbound Rites movement patterns and as such have gained to ability to
Due to your studies of occult lore, you gain the ability to unleash that channeled energy, you can cast Circle of
ritual cast 2 ritual spells form the Divination School of Death, you can choose creatures to omit from the spell’s
magic, these spells must be 1st or 2nd level spells. radius up to your Charisma Modifier, and any creature
Additionally, at 3rd level you understand the power of that dies to the spell rises as an undead (your DM
secret somatic components, while you dance, spells cast as determines their stats). You must complete a long rest
rituals within 60 feet of you take half the amount of time before you can use this ability again.
and do not require material components.
Stolen Dead
Necromantic Dance You gain the ability to hijack other’s attempts at raising the
When you reach 6th level, you have resonated with dead through macabre movements. As a reaction to a
powers from the afterlife, these friends from the other creature you can see within 60 feet casting a spell to raise
side have whispered the secret to necromancy to you. You the dead, you can force them to make an intelligence
can cast Speak with Dead and Animate Dead a number of saving throw vs. your Step Save DC. On a failure, the spell
times equal to your proficiency modifier. You regain all completes as if you had cast the spell, instead of your
expended uses of this ability when you finish a long rest. target. You can use this skill a number of times equal to
your proficiency modifier and you regain spent uses at the
end of a long rest.

9
Dance of Nature's Reverie Nature's Ally
At 14th level, your connection to nature is so powerful that
These dancers celebrate the beauty of nature, often your very presence deters hostility from its inhabitants.
wearing leaves, branches or flower crowns as a part of Hostile Plant- and Beast-type creatures must make a
their outfit, their movements are serene, smooth and Wisdom saving throw at the start of their turn whenever
harmonious when dancing with others. Fey are amused by they are within 120 feet of you, they have disadvantage on
Reverie Dancers, who are often so lost in their dance that this saving throw if you are dancing within sight, on a
they do not notice their surroundings and how plants failed save they are no longer hostile and are considered
move with them, and they grant them boons. Charmed by you. This ability does not work if you or your
allies deal damage to the creature.
Blessing of the Fey
Starting at 3rd level, your movements mimic the fey to the Nature's Fury
point that they can imitate their charming appearance, you When you reach 14th level, you gain the ability to instill a
learn Sylvan and gain the following ability: temporary connection to nature in others so that they can
You can choose a creature within sight that can see you, empathize and understand the wonders of nature. When
it must succeed on a Wisdom saving throw or be charmed damage would be caused to nature within 5 miles of you,
by you for 10 minutes. The target has disadvantage on the the creature that caused the damage takes 8d6 psychic
saving throw if you are dancing. damage, you have advantage on all attacks against said
You can use this ability a number of times equal to your creature, and animals in the area will become hostile to
Charisma modifier, you regain all uses upon completing a that creature.
short or long rest.

Nature’s Gifts
At 3rd level, your attunement to nature grants you subtle
magical powers, choose 2 cantrips from the Druid Spell
list, you can cast them at will, including during your
Signature Dance.
Additionally, you can cast Speak with Animals at will.

Dance of Whimsy
Beginning at level 6, when you commence your Signature
Dance, you can choose one of the following spells to cast
as a free action:

You cast Barkskin on yourself


You cast Spike Growth
You cast Plant Growth

Land Stride
At 6th level, your connection to the magics of the Feywild
have granted you the ability to walk unhindered by nature.
You ignore Difficult Terrain caused by nature (for example
thorns and bramble), this includes effects caused by magic
that affect nature.

Nature Sense
At 10th level you have improved your dance to the point
that you can cast Commune with Nature as a ritual spell.

One with the Trees


At level 10 your deep connection to nature grants you
further abilities, during your Signature Dance, you gain the
effects of the spell Tree Stride, due to your aloof intensity
as you perform your craft, you do not need to concentrate
on this spell. Additionally, trees and other plants within
120 feet mirror your movements to the best of their
abilities while you dance.

10
Take the Stage: When you hit a creature with a
Dance Steps weapon attack or an unarmed strike, you can expend
one rhythm die to attempt to drive the target back. You
Alluring tango: You dance with a willing individual;
add the rhythm die to the attack's damage roll, and if
you can expend one rhythm die and add it to a
the target is Large or smaller, it must make a Strength
persuasion check made during this dance.
saving throw. On a failed save, you push the target up
Charming Serenade: With your action, you attempt to to 15 feet away from you.
metaphorically sweep a creature off its feet. The target Twirling Strike: When a creature misses you with a
must succeed on a Charisma saving throw or be unable melee attack, you can use your reaction to make a
to willingly move or teleport away from you. At the end melee weapon attack or an unarmed strike against the
of each of its subsequent turns, it makes another creature and expend one rhythm die to increase the
Charisma saving throw to resist the effect. damage. If you hit, you add the rhythm die to the
Dance Partner Swap: When an adjacent ally is attack's damage roll.
damaged by an attack from a creature you can see, you
can expend one rhythm die and use your reaction to
interpose yourself in way of harm, taking the damage
instead of them. Reduce that damage by the number
you roll on your rhythm die.

Dancer’s Stamina: You can spend Rhythm dice to heal


yourself as an action, you regain Hit Points equal to the
amount rolled.

Evasive Footwork: When you move, you can expend


one rhythm die, rolling the die and adding the number
rolled to your AC until you stop moving. (Dancing in
place does not count for this bonus to apply)

Improvisation: By spending one rhythm die, you may


take the Dodge action as a bonus action.

Ring around the Rosy: When you hit a creature with a


weapon attack or an unarmed strike, you can expend
one rhythm die to maneuver one of your comrades into
a more advantageous position. You add the rhythm die
to the attack's damage roll, and you choose a friendly
creature who can see or hear you. That creature can
use its reaction to move up to half its speed without
provoking opportunity attacks from the target of your
attack.

Set the Tempo: When you make an Initiative check,


you can expend one rhythm die to add or subtract the
number rolled on the die to your Initiative result. You
can use this step before or after making the Initiative
roll, but before the DM announces initiative order.

Showstopper: When a creature makes an attack an


ally within 30 feet of you, you can use your reaction to
expend a rhythm die to impose disadvantage on the
attack roll by providing a distraction.

Sly Footwork: When you are attacked, you can spend


a rhythm die as a reaction to gain a bonus to AC equal
to the amount rolled until the start of your next turn,
including against the triggering attack.

Swagger: When you hit a creature with a weapon


attack or an unarmed strike, you can expend one
rhythm die to attempt to goad the target into attacking
you. You add the rhythm die to the attack's damage
roll, and the target must make a Wisdom saving throw.
On a failed save, the target has disadvantage on all
attack rolls against targets other than you until the end
of your next turn.

11
Wandering Lorekeeper Occult Ritualist Steps
Dance Steps Cursed Waltz: When you commence your Signature
Dance, you can spend a rhythm die as a free action and
Encore: You can use a bonus action to direct one of select one creature within 30 feet of you to curse for 1
your companions to strike. When you do so, choose a minute, it takes necrotic damage equal to the rolled
friendly creature who can see or hear you and expend amount and cannot regain Hit Points for the duration of
one rhythm die. That creature can immediately use its this ability. Also, choose one ability score: Until the
reaction to make one weapon attack, adding the curse ends, the target has disadvantage on ability
rhythm die to the attack's damage roll. checks made with the chosen ability.

Hustle Dance: You can use an action to invigorate the Grasp of the Void: You expend a rhythm die as an
weary and downtrodden. By expending rhythm dice action to force a creature within sight to make an
equal to or less than your Dancer level, each creature of Intelligence saving throw against your Step Save DC. On
your choice that can hear or see you within 30 feet of a failed save, the creature loses Spell Slots. The Spell
you gains Temporary Hit Points equal to the amount Slots can have a combined level that is equal to or less
rolled + your Charisma modifier (minimum of 1). than the rolled result. For example, if you roll a 2 and
they fail the save, the creature must lose either a 2nd-
Opening Flair: Through stylish, lithe movements, you
level spell slot or two 1st-level Spell Slots.
may spend a rhythm die to take the Help action as a
bonus action to assist an ally. Soul Lock: As a bonus action, you can stabilize a dying
creature within 30 feet by expending 1 rhythm die.
Rallying Performance: On your turn, you can use an
action and expend one rhythm die to bolster the Vampiric Stride: When a creature within sight takes
resolve of your companions. When you do so, choose damage, you can spend your reaction and expend
up to six friendly creatures who can see or hear you. rhythm dice to further wound the creature, the target
They gain temporary hit points equal to the rhythm die takes necrotic damage equal to the rolled result, and
roll + your proficiency modifier. you regain Hit Points equal to half of the rolled result.

Sobering Slap: You snap someone out of their stupor Vitality’s Twist: You sacrifice some of your health to
as an action by spending one rhythm die, ending the mend another creature’s injuries. You expend as many
frighten status condition as well as the effects of charm rhythm dice as you wish as an action, you take necrotic
and paralysis. damage equal to the total amount rolled, then one
creature of your choice that you can see within range
Stage Enter/Stage Exit: You spend one rhythm die regains a number of hit points equal to twice the
and a bonus action to shroud yourself in silvery mist necrotic damage you take.
and teleport up to 30 feet to an unoccupied space that
you can see.

12
Shadetwirl: You can expend one rhythm die as an
Shifting Veil Dance Steps action to vanish from sight for one minute akin to the
invisibility spell.
Bewitching Burlesque: As an action, you may spend
one rhythm die to force a number of creatures that can Tangling Serpent Step: The reach of your whip
see you to make a Wisdom saving throw. On a failed extends to 30 ft until the start of your next turn, you
save the creatures are distracted by your stylish dance, can grapple a target within range with your whip as an
giving your allies an opening. The next attack roll action, expend a rhythm die and add it to the grapple
against a target by an attacker other than you has check. You can use this to lasso onto objects such as
advantage if the attack is made before the start of your poles, hooks, or tree branches.
next turn.
Trapeze Vault: With increased vigor you leap 30 ft into
Disarming Strike: When you hit a creature with a the air in an arc towards a target as an action by
weapon attack, you can expend one rhythm die to magically swinging off your polearm and striking from
attempt to disarm the target, forcing it to drop one item above, the target must succeed on a Dexterity Saving
of your choice that it's holding. You add the rhythm die Throw, if they fail, they take an additional weapon’s die
to the attack's damage roll, and the target must make a worth of damage and you may add a rhythm die to the
Strength saving throw. On a failed save, it drops the damage roll. You must be wielding a glaive, halberd,
object you choose. The object lands at its feet. pike, spear, or quarterstaff to use this Step.

Feint: You can expend one rhythm die and use a bonus
action on your turn to feint, choosing one creature
within 5 feet of you as your target. You have advantage
on your next attack roll against that creature before the
end of your turn. If that attack hits, add the rhythm die
to the attack's damage roll.

Flicker: While wielding a war fan, as an action you can


attack and if you hit, expend a rhythm die and add it to
the damage. This Step can be used immediately after
having used another Dance Step that requires an attack
roll other than Flicker.

Parry: When another creature damages you with a


melee attack, you can use your reaction and expend
one rhythm die to reduce the damage by the number
you roll on your rhythm die + your Dexterity modifier.
You must be wielding a weapon to use this step.

Precision Attack: When you make a weapon attack


roll against a creature, you can expend one rhythm die
to add it to the roll. You can use this maneuver before
or after making the attack roll, but before any effects of
the attack are applied.

Saber Dance: You can spend one action and roll as


many rhythm dice as you wish spend to whirl around
slashing and spinning, every creature within 5 feet of
you must make a Dexterity saving throw or take
slashing damage equal to the rolled total of your
rhythm dice. You must be wielding a scimitar to use this
step.

13
Elemental Ballet Steps Celestial Veneration Steps
Arabesque of Earth: As a reaction, when you are Angelic Presence: As an action, you can expend a
damaged by an attack, you can use your reaction and rhythm die to enchant your voice with the melody of
spend rhythm dice to reduce the damage by the angelic beings. Each Undead that can see or hear you
amount you rolled. within 30 feet of you must make a Wisdom saving
throw. If the creature fails its saving throw, it is turned
Electrifying pirouette: You spend an action spinning for 1 minute or until it takes any damage.
in place and expend one rhythm dice. A wave of
thunderous force sweeps out from you. Each creature Angel's Flutter: As an action, you can expend a
in a 15-foot cube originating from you must make a rhythm die to gain a flying speed of 30 feet via wings of
Constitution saving throw. On a failed save, a creature light until the end of your turn. You cannot fly upwards
takes lightning damage equal to what you rolled and or downwards.
loses its ability to take a reaction, on a successful save,
the creature takes half the amount of damage rolled Kneeling Mercy: As an action, by kneeling down in
and retains its ability to take reactions. prayer and ceasing all movement, you can expend a
rhythm die to cast Sanctuary on an ally, additionally you
Fiery Jeté: As an action, you can expend one rhythm gain resistance to all damage until the spell ends.
die to deal fire damage equal to the rolled result plus
your dancer level to all creatures within a straight line Step of Illumination: As an action, when you hit a
(30 feet). They must make a dexterity saving throw, on a creature with a weapon attack or an unarmed strike,
successful save they take half the amount of damage you can expend a rhythm die to deal radiant damage,
rolled. and the target must make a Constitution Saving Throw
or be blinded until the start of the it’s next turn.
Pointe Technique: By spending one rhythm die as a Additionally, you glow as if affected by the light cantrip
free action, you gain the ability to move across any for one minute.
liquid surface- such as water, acid, mud, snow,
quicksand, or lava – as if it were harmless solid ground Step of the Blessed: As an action, you touch one
(creatures crossing molten lava can still take damage willing creature, expend a rhythm die, the target can
from the heat). Up to ten willing creatures you can see add the number rolled to one ability check of its choice
within range gain this ability for the duration of this within the next minute. It can roll the die before or after
effect, which is one hour. If you target a creature making the ability check.
submerged in a liquid, the spell carries the target to the
surface of the liquid of 60 feet per round.

14
Step of the Fey: You spend one rhythm die and a
Nature's Reverie Steps bonus action to shroud yourself in silvery mist and
teleport up to 30 feet to an unoccupied space that you
Ensnaring Hip Sway: When you make a weapon
can see.
attack or unarmed strike, you can expend one rhythm
die as an action to attempt to knock the target down as Whimsical Step: You spend one rhythm die and a
you conjure up vines to trip the target. You add the bonus action to shroud creatures within 60 feet of you
rhythm die to the attack’s damage roll, and if the target up to your Charisma Modifier in silvery mist, the targets
is Large or smaller, it must make a Strength saving must make a Charisma saving throw, on a failed save
throw. On a failed save, you knock the target prone. you can have them switch places with another targeted
creature who failed their saving throw or with yourself.
Leaf Petal Shake: As a bonus action you can expend a Creatures can choose to automatically fail the save.
rhythm die to conjure up a vine that whips and binds a
target within 30 feet of you, the target must succeed on
a Dexterity saving throw against your Step Save DC, on
a failed save the target takes bludgeoning damage
equal to the rolled total and is considered grappled. On
a successful save the target takes half as much damage
and is not grappled.

15
The Dancer
Page 14: Tingting Yeh Magic the Gathering Card
"Cloak of Mists"

Page 15: Jason Engle


The "Dancer" is unofficial Fan Content
permitted under the Fan Content Policy. Not
approved/endorsed by Wizards. Portions of the
materials used are property of Wizards of the
Coast. ©Wizards of the Coast LLC.”

Artist Credits: Cover Art: SU QIN

Page 2: Lyse Hext by Yusuke Mogi, official


character art for Final Fantasy XIV: Stormblood
by Square Enix

Page 5: Imaginary Friend

Page 6: Inigo, Indigo Dancer: Suekane Kumiko


(スエカネクミコ); Olivia, Festival Dancer: Chiko
(チーコ), Both from Fire Emblem Heroes.

Page 7:Tingting Yeh Magic the Gathering Card


"Mu Yanling, Sky Dancer"

Page:8:Shawn Ignatius 'Mujumonster' Tan Yuna


from Final Fantasy

Page 9: Willian Murai Magic the Gathering Card


"Macabre Waltz"

Page 10: Amir Briki

Page 11: Zahir, official character art for Black


Survival by ArchBears Inc. Specific artist
unknown.

Page 12: Gabriel Tan

Page 13: István Dányi


 
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