Dancer As a minstrel begins his song, out on the stage steps a dancer, clothed in a delicate costume. She moves in a way that seems almost magical, gracefully waving around her hands and props in a dazzling display of movement. On the battlefield, she uses her magical dance to inspire those with whom she fights. While her resilliance leaves much to be desired, no fighter on the battlefield would want to see such an opponent. Class Features As a dancer, you gain the following class features: Hit Points Hit Dice: 1d8 per dancer level

1d8 per dancer 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 dancer level after 1st Proficiencies Armor: None

None Weapons: Simple weapons, Shortsword, Rapiers, Shortbows, Longbows, and Whips.

Simple weapons, Shortsword, Rapiers, Shortbows, Longbows, and Whips. Tools: Dancer's Props Saving Throws: Dexterity, Charisma

Dexterity, Charisma Skills: Performance, plus choose two from Acrobatics, Arcana, History, Insight, Perception, Persuasion, Religion, and Sleight of Hand. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a rapier or (b) a shortsword

(a) a hand crossbow and 20 bolts or (b) a whip

Dancer's clothes, plus one other set of clothing

A fan, hoop, set of silks, ribbon or another Dancer's Prop

A dagger, a disguise kit, and an explorer's pack Dance You can use this as an action to grant one target within 5 feet a magical burst of speed. The target can then use their reaction to move up to their walk speed and make one weapon attack. Dance can also be used to allow an ally to reroll an ability check and take the second result. At level 1, this feature can be used one time, and increases to a maximum of 10. The user regains one usage after a short rest, and all usages after a long rest. You cannot be wearing any armor while using this skill. This feature requires a somatic and material component, being your dancer's prop. Unarmored Defence While not wearing armor, your Armor Class equals 13 + your dexterity modifier. Natural Grace Starting at 2nd level, you can use your bonus action to take the dash or disengage action. The Dancer Level Proficiency Bonus Features Dance Uses 1st +2 Dance, Unarmored Defence 1 2nd +2 Natural Grace 1 3rd +2 School of Dance Feature 2 4th +2 Ability Score Improvement 2 5th +3 Extra Attack 3 6th +3 School of Dance Feature 3 7th +3 Evasion 4 8th +3 Ability Score Improvement 4 9th +4 - 5 10th +4 Expertise 5 11th +4 School of Dance Feature 6 12th +4 Ability Score Improvement 6 13th +5 - 7 14th +5 Awareness 7 15th +5 - 8 16th +5 Ability Score Improvement 8 17th +6 School of Dance Feature 9 18th +6 Improved Dance 9 19th +6 - 10 20th +6 Aura of Spectacle 10 1

School of Dance At level 3, you gain the ability to train for a certain method of using your dance. The School of Elegance is for more support-focused characters, providing allies with combat and ability buffs. The School of Strength is more for dancers in battle, granting combat buffs to the user. The School of Mystique provides the user Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. Evasion At level 7, 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. Expertise At 10th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses any of the chosen proficiencies. Flexibility At level 14, your dance makes you much more evasive. When you use your Dance, you gain the benefits of the Dodge action Improved Dance At level 18, you have the option to dance as a bonus action on your turn. If you use dance as a bonus action, you cannot use your action to dance. Aura of Spectacle At 20th level, you can use dance as an action to affect up to 3 targets you choose within a ten-foot radius of you. Each target acts in the same order as their initiative. However, each target consumes one usage of dance. 2

School of Elegance Dancers trained at the school of elegance become more adept in the art of grace. They move elegantly around the battlefield, using their dance's mystic abilities to further support their allies. School of Elegance dancers provide their allies with supportive features to both protect and inspire them. Adept Dance At Level 3, you gain the ability to revitalize your allies in a number of ways. Only one style of dance can be used at a time, as using a second style will end the effect of the first. At level 3, you can use this once per long rest. This increases to two at level 9, and three at level 15. Each of these Dance Styles lasts for one minute, unless otherwise noted, and requires concentration, as if casting a spell. Starting at level 3, you can choose two of the following styles for improving your dance. You can learn a third style at dancer level 9, and a fourth at level 15. Ballet You and the target can add your charisma modifier to all Dexterity (Acrobatics) checks and dexterity saving throws. Capoeira You and your target's unarmed strikes deal a minimum of 1d4 + Strength or Dexterity damage. This increases to 1d6 at level 8, and 1d8 at level 15. You and the target also can get up from prone using only 5 feet of movement. Fire Dance You and your target can add 1d4 fire damage to all weapon attacks. Damage increases to 2d4 at level 9, and 3d4 at level 15. Interpretive You learn the silent image or disguise self spells and can cast either without using a spell slot. Your spell save DC equals 8 + Charisma modifier + Proficiency Bonus. At level 15, the spells expand to include mirror image and major illusion. The duration of these spells is the same as in the spell description. Oddisi You and your target become proficient in all Intelligence checks for ten minutes. If already proficient, double the proficiency bonus. Paso Doble You and your target gain advantage on strength checks and saving throws. During this time, the strength modifier of you and your target are the shared, using the higher value. Quickstep You and your dance target gain +10 feet of movement, and ignore the effects of difficult terrain. Tango You and your target gain advantage on charisma checks. You can also choose to inflict disadvantage on all charisma checks made against you. Waltz While within 30 feet of each other, you and your target regain 1d4 hit points at the start of each of your turns. This increases to 1d6 at level 9, and 1d8 at level 15. Purifying Dance At level 6, your allies can become enthralled by your abilities, which leads them to recover from their ailments. When used with dance, you can expend a second use of Dance to cleanse you and your target of one of the following conditions: Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, or Stunned. This also can reduce one level of Fatigue. If used on a target with 0 HP, they awaken with 1 HP. The effect does not prevent incoming status effects, as it can only negate ones currently affecting a target. Fixating Dance At level 11, your dance becomes mesmerizing to those who see you. When used with Dance, all enemies within 30 feet of you must succeed a Wis saving throw with a DC of 8 + Charisma Modifier + Proficiency Bonus. If they fail, they become transfixed by your dance. Their speed is reduced to 0 feet until they are attacked or until the dancer's next turn, although they can still attack anyone within range. If creatures are blinded, they automatically succeed on the saving throw. This feature can be used once per long rest. High Spirits At level 17, your dance becomes a rallying symbol to your allies. After using Dance, all allies within a 10 foot radius of you gain temporary hit points equal to your Charisma modifier + half your dancer level.

School of Strength Dancers trained at the School of Strength take a path where they favor strong poses and moves that increase their ability to fight. They prioritize striking powerful poses, cementing themselves in place. Fighting Style At Level 3, you gain a Fighting Style. Choose one from Archery, Dueling, and Two Weapon Fighting. Bonus Proficiencies Also at level 3, you gain proficiency in light armor and shields. You can also use your dance ability while wearing light armor and holding a weapon in each hand. You can also choose any four weapons without the Heavy property and gain proficiency with them. These weapons gain the Finesse property when used by you Partnership Beginning at 6th level, you can use your reaction to impose disadvantage on an attack made against an ally within 5 feet. Strengthening Bond At level 11, you gain the ability to use an ally in your performance. When you use Dance, you and your target gain a reduction in incoming damage equal to 1d10 + your charisma modifier. This feature lasts for one minute or until the effect triggers. Synchronicity At level 17, you become attuned to your allies. When the target of your Dance makes a weapon attack, you can use your reaction to make one weapon attack using the same attack roll. School of Mystique Dancers trained at the School of Mystique let their magical dancing manifest within their body, granting them mastery over magic. Mystique dancers are the least combative of the dancers, but their magical knowledge should prove their worth on the battlefield. Spellcasting When you reach 3rd level, you gain the ability to weave more magic into your dances, granting you some control over the battlefield. Cantrips. You learn three cantrips from the dancer spell list. You learn another dancer cantrip of your choice at level 10. Spell Slots. The School of Mystique Spellcasting table shows you how many spell slots you have to cast your spells of 1st level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either spell slot. Spells Known of 1st level or Higher. You know three 1st-level Bard spells of your choice. The Spells Known colimn of the School of Mystique Spellcasting table shows when you learn more dancer spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the dancer spells you know with another spell of your choice from the dancer spell list. Spellcasting Ability. Charisma is your spellcasting ability for your bard spells Your magic comes from the heart and sould you infuse into your dance perfomances. You use your Charisma whenever a spell refers to you 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. Spell save DC = 8 + your proficiency bonus + your charisma modifier

= 8 + your proficiency bonus + your charisma modifier Spell attack modifier = your proficiency bonus + your charisma modifier Material Components. When you cast a spell which does not require a component of a certain price, your arcane focus becomes your Dancer's Prop. School of Mystique Spellcasting Dancer Level Cantrips Known Spells Known 1st 2nd 3rd 4th 3rd 3 3 2 - - - 4th 3 4 3 - - - 5th 3 4 3 - - - 6th 3 4 3 - - - 7th 3 5 4 2 - - 8th 3 6 4 2 - - 9th 3 6 4 2 - - 10th 4 7 4 3 - - 11th 4 8 4 3 - - 12th 4 8 4 3 - - 13th 4 9 4 3 2 - 14th 4 10 4 3 2 - 15th 4 10 4 3 2 - 16th 4 11 4 3 3 - 17th 4 11 4 3 3 - 18th 4 11 4 3 3 - 19th 4 12 4 3 3 1 20th 4 13 4 3 3 1 4