The Grimm Troupe

From realm to realm the grim troupe travels yet little is known of this strange cabaret. Appearing in a tent of red and black they gather the nightmares of the relm to be eaten by the Grimmchild. Once the Grimmchild is sated the great performance begins, the collector faces against the current troupe master and slays them in a grand performance. Now lacking a leader the Grimmcchild to takes their place and the circus moves on, disappearing in a flash of red flame. How long has this been going on, no one knows, but pick up the pace for the dance continuous...

Expanded Spell List

Spell level Spells 1st Jump, Zephyr Strike 2nd Detect thoughts, Scorching Ray 3rd Catnap, Haste 4th Fire Sheild, Freedom of Movement 5th Flame Strike, Skill Empowerment

Tempo

Starting from level 1 you begin the dance, when you make a successful attack roll against a creature you gain a point of tempo. You can have up to 5 points of tempo and can use them to take special actions. If you haven't attacked or been attacked since the start of your last turn at the start of your turn you lose all points of tempo. At level 2 you can use the accented strike option which consumes 5 points of tempo. You gain additional uses of tempo at later levels.

Accented strike (4): As a bonus action you gain +3 to any attack rolls you make this turn.

Quickstep

At 6th level, when you are subjected to an effect that would cause you to make a dexterity saving throw with sucess causing you to take half damage, you instead take no damage on a success. In addition when you succeed, you can then use your reaction to make a ranged spell attack against a creature within 30ft that deals 1d6 radient damage.

Weaving Movement (3): You take the disengage action as a bonus action and falling damage is halved until the end of your turn.

Steady Beat

From level 10 you become better at maintaining the beat. When you would lose your points of tempo you instead only lose one. Additionally if you have no points of tempo you gain two when you would gain one.

Carefree Melody (2): When you take any damage other than psychic damage you can use your reaction to reduce it by 1d6.

Gliding Pirouette

At level 14 your movements become more rapid in combat making you much harder to hit. For each point of tempo you have your movement and jump distance is increased by 5ft. If you have 5 points of tempo you gain a flying speed equal to your movment speed until you have no points of tempo.

You use your bonus action to teleport to a point within 15ft.

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