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.

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 2 2 — — — — 3rd +2 Dancer Form 3 3 — — — — 4th +2 Ability Score Improvement 3 3 — — — — 5th +3 Extra Attack 4 4 2 — — — 6th +3 Spatial Awareness 4 4 2 — — — 7th +3 Grand Jeté 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 Creating an Etherdancer Before making an etherdancer, think about what inspires them to dance. Is their dance a ceremony between their religious beliefs and their god? Or perhaps they fostered an interest in the performing arts since young, learning from a master etherdancer. On the other hand, their dance may be an attempt at representing something that could not be told otherwise. A legacy of an important individual, a tragedy befallen them in their youth, a memory immortalized in performance. Where did they learn the art from? Another etherdancer? Did they attend an academy for dancers? How and when did they realize their affinity for magic? And mostly importantly, what dance do they perform? Does their dance channel their emotions outwardly into devastating attacks or is their dance a means of communication, for the eyes of others? This has heavy implications on the Dance Form chosen at 3rd level, and of your etherdancer's role in the party. For etherdancers, the nature of their personality has a strong influence on the type of spells they use. Quick Build You can make an Etherdancer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, take the Entertainer background, specifically the dancer expertise. Class Features As an etherdancer, you gain the following class features Hit Points Hit Dice: 1d8 per etherdancer level

1d8 per etherdancer level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per etherdancer level after 1st Proficiencies Armor: Light Armor

Light Armor Weapons: Daggers, Handaxes, Scimitars, Shortswords, Light Hammers, Katars, Whips

Daggers, Handaxes, Scimitars, Shortswords, Light Hammers, Katars, Whips Tools: None Saving Throws: Dexterity, Charisma

Dexterity, Charisma Skills: Choose three from Acrobatics, Arcana, Athletics, Insight, Nature, Religion, Performance, and Persuasion

Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) two daggers or (b) a whip

(a) a scimitar or (b) a shortsword

(a) an entertainer's pack or (b) an explorer's pack

leather armor, performance costume Swan's Grace As an etherdancer, the efforts of your training are evident. Beginning at 1st level, you move more gracefully, unencumbered by the weight of armor; showing in combat, allowing you to avoid the attacks of hostile creatures. While you are wearing no armor, your AC equals 10 + your Dexterity modifier + your Charisma modifier. Aether Dance All the world's a stage for the true performer. Starting at 1st level, you may use a bonus action to enter a trance-like dance for 1 minute. While this ability is active, as a reaction to an attack directed at you, you may move up to half your speed without provoking opportunity attacks. If you take damage during while under this effect, you must make a Constitution saving throw of DC 10 or half the damage taken, whichever is higher. If you take damage from multiple sources, you make a separate saving throw for each source of damage. On failure, the effect ends. You may use this feature a number of times equal to 1 + your Constitution modifier (min. twice). You regain all expended uses after a long rest. Fighting Style At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. 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. Spellcasting By 2nd level, you have learned to channel the magic energies around you through your dances. See chapter 10 of the PHB for general rules of spellcasting. Spell Slots The Etherdancer table shows how many Spell Slots you have to cast your Spells. To cast one of these Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest. For example, if you know the 1st-level spell thunderwave, and have a 1st-level and a 2nd-level spell slot available, you can cast thunderwave using either slot. Spells Known of 1st Level and Higher You know two 1st-level Spells of your choice from the etherdancer spell list. The Spells Known column of the Etherdancer table shows when you learn more etherdancer spells of your choice. Each of these spells must be of a levei for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the etherdancer Spells you know and replace it with another spell from the etherdancer spell list, which also must be of a level for which you have Spell Slots. Spellcasting Ability Charisma is your spellcasting ability for your etherdancer Spells, since their power draws from your performances. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when Setting the saving throw DC for an etherdancer spell you cast and when Making an Attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell Attack modifier = your proficiency bonus + your Charisma modifier Spell Movement As your dances are the conduit of your spells, you are not required to fulfill the material and verbal components of spellcasting. This applies only while aetherdancing and unless there is a specified cost for the spell.

Dancer Form At 3rd level, you determine what form your dances shall take: Halcyon or Tempest. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level. Ability Score Improvement 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. As normal, you can’t increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Spatial Awareness At 6th level, your training as an etherdancer and innate connection with the arcane energies surrounding you grant you heightened perception over the space around you, warning you of impending danger. When rolling for initiative, you may use your Charisma modifier instead of your Dexterity modifier. Additionally, you may use your Charisma (Performance) modifier instead of your Wisdom (Perception) modifier for passive Perception. Grand Jeté At 7th level, your acrobatic movements have surpassed normal bounds, allowing you to jump further using proper techniques. When performing a long jump or high jump from a standing position, you move as if you had a running start. In addition, when making a long or high jump, you may add your Dexterity modifier when determing the distance travelled. Enchanting Movements On reaching 10th level, your dance becomes ever more enchanting to witness, even for the magical energies around you. Through your performance you are able to harness even greater reserves of magical energy to fuel your spells. While aetherdancing, saving throws made by creatures that can see you against your spells and are not immune to being charmed are made with disadvantage. Improved Spatial Awareness When you reach level 14, your innate connection with the arcane energies around you greatens, improving your awareness of the space around you. You gain Expertise in your Charisma (Performance) skill or gain Proficiency in the Charisma (Performance) skill if you do not already possess it. You may use your Charisma (Performance) modifier instead of your Wisdom (Perception) modifier for any active checks requiring the latter. Allure of Terpsichore Upon achieving 18th level, your dances are so alluring that all hostile creatures within your radius cannot help but be fascinated by you. While aetherdancing, any hostile creatures within line of sight must make a Wisdom saving throw of DC equal to your Spell save DC. On failure, they are fascinated until Aether Dance ends. A fascinated creature has disadvantage on saving throws and cannot move. Any creature may spend their action and touch the fascinated creature to end the effect. Once a creature has broken free of the effect, it cannot be fascinated by you again. Creatures immune to charm are immune to this effect. Maestro Danseuse At 20th level, you have reached utmost mastery of your art, and the arcane energies which fuel your spell begin to fuel 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, but require one turn of rest after each use to continue. Dance Forms As an etherdancer, your dances define who you are and vice versa, acting as an extension of your personality. Your inspirations, passions and desires all fuel into the final performance. But one cannot dance improvisionally forever. On reaching 3rd level, all etherdancers must dedicate themselves to one particular style of dance, a milestone in one's life as an etherdancer and a decision that greatly influences an etherdancer's future role and greatly depends on the etherdancer's motivations. Halcyon A Halycon etherdancer is a sanctuary for their teammates, their dances soothing the souls of those around them. Most of the time, such a dancer is focused on their environment, drawing inspiration from it. They play the role of support in the party, and with their dances increase the potential of their allies manifold. Pas de Deux Beginning at 3rd level, those around you benefit from the arcane energies that twist at turn at the tips of your fingers and the heels of your feet. While you are aetherdancing, friendly creatures within 5 feet may add your Charisma modifier to any Attack rolls they make. Inspiring Dance At 11th level, your dances become a source of inspiration to your teammates. Once per turn, you may use a bonus action to dance for a friendly creature and grant them a 1d8 die. You may use this feature a number of times equal to your Charisma modifier. The die may only be used for skill checks.

Midsummer Night's Dream Upon reaching 15th level, you are able to channel the magic around you to create a bounded plane where imagination meets reality and where the stories told by your dances come to life. While aetherdancing, all friendly creatures within a 60ft radius of you gain resistance to magical attacks. Additionally, you gain Dream Points equal to your Charisma modifier (minimum 1). Once per turn, if a friendly creature is targeted for an effect or attack, you may expend one Dream point and choose one of the following effects: If a Spell is cast, roll a Charisma (Performance) check with DC equal to the Spell DC of the caster + level of the Spell. On success, negate the spell.

If it is a melee or ranged attack, the attacker must roll a Wisdom saving throw equal to your Spell DC. On failure, the attack hits an illusion of the target with 1HP and 1 AC instead. You regain all expended Dream Points after a long rest. Tempest Those who choose the path of the Tempest rage with passion from within, drawing their inspirations from whatever grief or anger or driving force that stems from their very essence. Unlike the Halycon who focuses on supporting her allies, the Tempest etherdancer bolsters their own strengths, channeling the magical energies to generate increasingly devastating effects. And while this may be seen as a more selfish path, perhaps the best defense is a good offense. Fortissimo Accelerando Starting at level 3, the passion that drives your dances empowers your spells as well, increasing their potency. Once per turn while aetherdancing, you may choose one of the following effects: You may sacrifice half your maximum movement to cast a spell that requires an action as a bonus action.

You may sacrifice half your maximum movement to add one damage die per Spell level to a spell attack Glissade At level 11, you are able to make the best of each step, travelling further with reduced effort. You may ignore difficult terrain both non-magical and magical. One with Magic On reaching level 15, your affinity with the magic around you infuses you entirely, allowing you to temporarily transcend your mortal existence into an entity composed purely of magic. Once per long rest, while aetherdancing, you may expend one Spell slot to become incorporeal. For 1 minute, you gain the following benefits: You are immune to bludgeoning, piercing and slashing attacks

Melee attacks deal force damage instead of their regular type

You may move past creatures as if it were normal terrain You return to normal if you are rendered unconscious or choose to end it.