Dancer The Dancer Level Proficiency Bonus Features Flowing Steps Spells Known 1st 2nd 3rd 4th 5th 1st +2 Dancing Style, Unarmored Defense, Flowing Steps 2 - - — — — — 2nd +2 Spellcasting, Rythm 2 3 2 — — — — 3rd +2 Dancing Style Feature, Fast Movement 3 4 3 - — — — 4th +2 Ability Score Improvement 3 5 4 2 — — — 5th +3 Extra Attack 3 6 4 3 — — — 6th +3 Dancing Style Feature 4 7 4 3 - — — 7th +3 Readiness, Ad Lib 4 8 4 3 - - — 8th +3 Ability Score Improvement 4 9 4 3 - - — 9th +4 Dancing Style Feature 4 10 4 3 2 - — 10th +4 Master Sway 4 10 4 3 2 - - 11th +4 Improved Fast Movement 4 11 4 3 3 - - 12th +4 Ability Score Improvement 5 11 4 3 3 - - 13th +5 Elusive Step 5 12 4 3 3 1 - 14th +5 Dancing Style Feature 5 12 4 3 3 1 - 15th +5 Ageless Performer 5 13 4 3 3 2 - 16th +5 Ability Score Improvement 5 13 4 3 3 2 - 17th +6 Unstoppable Step 6 14 4 3 3 3 1 18th +6 Grand Performer 6 14 4 3 3 3 1 19th +6 Ability Score Improvement 6 15 4 3 3 3 2 20th +6 Dancing Style Feature Unlimited 15 4 3 3 3 2 Creating a Dancer When creating a dancer character, think about... Quick Build You can make a dancer quickly by... Class Features As a dancer, you gain the following class features. Hit Points Hit Dice: 1d8 per dancer level

Hit points at 1st Level: 8 + your Constitution modifier

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

Weapons: Simple weapons, and the Shortsword, Rapier, Scimitar, and Whip.

Tools: One musical instrument of your choice.

Saving Throws: Dexterity, Charisma

Skills. Choose two from Acrobatics, Arcana, Athletics, Deception, Performance, Persuasion, Stealth.

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

(a) two dagger or (b) one musical instrument.

(a) leather armor or (b) traveler's clothes or (c) costume clothes.

(a) A diplomat's pack or (b) an explorer's pack. Alternatively, you may start with 5d4 x 10 gp to buy your own Equipment.

Dancing Style Starting at first level, you choose a Style of dance that shapes the way you trained and learned. Choose the Haka Style, Salsa Style, or Free Style all detailed at the end of the class description. Your choice grants you features at 1st, 3rd, 6th, 9th, 14th and 20th level. Unarmored Defense While you are not wearing any armor nor wearing a shield, your Armor Class changes depending on your Dancing Style. Haka Style: Your Armor Class equals 10 + your Strength + your Dexterity modifier.

Salsa Style: Your Armor Class equals 10 + your Dexterity + your Charisma modifier.

Free Style: Your Armor Class equals 10 + your Dexterity + your Constitution modifier. Flowing Steps You can invoke the power of your dance to become more adept at fighting. As a bonus action, you can spend 10 feet of your base walking speed for this turn to begin your Flowing Steps. If you are not wearing heavy armor, nor wearing a shield, you are graced with supernatural agility and speed. Your Flowing Steps last for as long as you maintain it by spending 10 feet of your base walking speed on each turn, no action required. Flowing Steps ends if you end a turn without spending your 10 feet to dance, or if you are knocked Prone or your speed becomes 0. While Flowing Steps is active, you gain the benefits: You have advantage on Dexterity Saves.

You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Charisma modifier (minimum of +1).

You have advantage on Performance checks.

You do not require a spellcasting focus for your dancer spells while this feature is active. Once you have used this feature a number of times shown for your dancer level in the Flowing Steps column of the Dancer table, you must finish a long rest before you can gain its benefits. Flowing Steps ends immediately after 1 minute spent out of combat, as you lose the rush of adrenaline you had and exhaustion begins to set in. Spellcasting Beginning at 2nd level, you have learned to weave the magic within your body through your complex dances in order to reshape the world around you. See the end of this class description to see your dancer spell list. Spell Slots The Dancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, 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 cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slots. Spells Known of the 1st Level and Higher You know three 1st level spells of your choice from the dancer spell list. The Spells Known culumn of the Dancer table shows when you learn more dancer spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 4th 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 dancer spells you known and replace it with another spell from the dancer spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Charisma is your spellcasting ability for your dancer spells. Your magic comes from the flow and sway of your body alongside your strength of personality. 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 a dancer 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. Spellcasting Focus You can use magical instruments such as Castanets as spellcasting focus for your bard spells. Rythm Starting at 2nd level, when you begin dancing and use your Flowing Steps feature, you can select one of the following Rythm to use, you gain and maintain its benefits for as long as your Flowing Step remains active. Rythm effects do not stack with fighting styles with similar effects. Bladed Rythm When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Additionally, you get a +2 bonus to damage rolls with thrown weapons. When you make a ranged attack with a thrown weapon, you can draw another thrown weapon as part of that attack. Solo Rythm 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. Additionally, when a creature within 5 feet of you attacks a target other than you, you can use your reaction to impose disadvantage on the attack roll.

Long Dance Rythm You get a +2 bonus to attack rolls when attacking using weapons with the reach property at creatures more than 5 feet away from you. Additionally, when you roll a 1 on a damage die for an attack you make with a melee weapon, you can re-roll the die and must use the new roll, even if the new roll is a 1. Empty-Hand Rythm Your unarmed strike uses a d4 for damage. (This benefit has no effect if another feature has already improved your unarmed strike's die.) When you use the Attack action with an unarmed strike on your turn you can make one additional unarmed strike as a bonus action. Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage. Fast Movement Starting at 3rd level, your speed increases by 10 feet while you aren't wearing heavy armor. At 11th level, your speed instead increases by 20 feet. 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. Readiness Starting at 7th level, your dance moves have been practiced so much that they come to you naturally. When you roll for initiative, you can declare that you begin dancing. You enter your Flowing Steps immediately as long as you meet the normal requirement. You add your Charisma modifier to your Initiative when you do so. Ad Lib By 7th level, you have begun to improvise some new moves and techniques. You feel the flow of energy within you as you move and you can use it to improvise a spell. As an action, you perform an improvised dance that does not interrupt your Flowing Steps, you can spend one spell slot of 1st or 2nd level to cast any spell of the same level from the Bard, Dancer or Sorcerer spell list. You must finish a short or long rest before you can use this feature again. Master Sway At 10th level, your body becomes used to sudden shifts in styles and in rythms, you are able to use your muscle memory to change fighting styles on the fly. As a bonus action, while you have a Rythm active, you can change it to another Rythm of your choice. Elusive Step Beginning at 13th level, you have become more adept at dashing in and out of combat and the magic within your body reacts to that fact. You can spend one spell slot to teleport instead of walk as part of your movement this round. You teleport a distance up to your total speed, broken up into as many times as you normally could by walking. This movement does not provoke attacks of opportunity. Ageless Performer Starting at 15th level, your magic sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you may regain your youth if you were already old when you gained this feature, you become a young adult of the age appropriate for your race. Unstoppable Step By 17th level, your Flowing Steps has improved in power through your use of it. When you begin your Flowing Steps, you gain one of the following benefits, which ends immediately when your Flowing Steps ends. Your base walking speed is doubled.

You can walk on liquid surfaces such as water, acid, mud, snow, quicksand, or lava as if it were harmless solid ground (crossing molten lava still deals damage from the heat).

You gain a flying speed of 30. Grand Performer At 18th level, you have achieved the title of grand performer, impressing crowds and inspiring armies with your moves. If your total for a Charisma or Performance check is less than your Charisma score, you can use that score in place of the total.

Haka Style Threatening Performance Starting at 3rd level, you rely on strength more than grace when performing your dances. You can use Strength instead of Charisma when making Performance and Intimidation checks. You have advantage on Intimidation checks against targets that were impressed by your dance that relied on a Strength (Performance) check. Combat Trained Beginning at 3rd level, you gain proficiency in Martial weapons and Medium armors. It is Death!, It is Death! At 6th level, your muscles tighten against blows and you are used to pain and including painful maneuvers in your dance has made you resistant to it. While your Flowing Steps is active, you have resistance to Bludgeoning, Piercing and Slashing damage. This is the Fierce, the Powerful Starting at 9th level, your Haka dance is so threatening that other forms of intimidation have no effects on you. You cannot be frightened anymore. While your Flowing Steps is active, as an action, you can perform an intimidation check. Creatures with 5 or less HD within 60 feet of you become Fightened of you if they were intimidated. They remain frightened until the end of your next turn. Stomp your Feet Beginning at 14th level, your dance moves are so strong, that you can shatter the floor under you while dancing. When you spend your 10 feet of walking speed to maintain your Flowing Steps, you can make the ground within up to 20 feet of you count as difficult terrain. It is Life!, It is Life! At 20th level, you have perfectly mastered the Haka Style and your body adapts to your new life as embodiment of power. Your Stength and Charisma scores increase by 4 and your maximum for these scores is 24.

Salsa Style Dance Partner Starting at 3rd level, when you begin to dance and activate Flowing Steps, you can select one ally or one enemy. As long as you remain within 15 feet of your target and maintain your flowing steps, you gain the following benefits. You can use your Bonus action to switch partner at any time during your turn as long as your Flowing Steps is still active. You do not provoke attacks of opportunity from the creature.

As a reaction, you can move up to 10 feet to become the target of an attack aimed at the creature, you need to end your movement adjacent of your chosen creature for this redirection to work.

As a reaction, the creature can move up to 10 feet and become the target of an attack aimed at you, it needs to end its movement adjacent to you for this redirection to work.

If you or an allied creature roll a critical hit, you or they can forgo the extra damage and instead immediately confirm a critical hit from your partner against the same creature you or they were attacking. Floorcraft At 6th level, you can pass through occupied squares without it counting as difficult terrain. When you enter a room filled with people with an intelligence score higher than 3, you can make an insight check to read the room. DC = 10 if the room is friendly, 15 if the room is indifferent, 20 if the room is hostile. You learn if the room is receptive to your performance or not. Alluring Performance Starting at 9th level, While your Flowing Steps is active, you are immune to charming effects, and allies you partner with cannot be charmed either while your Dance Partner is active. You can use your action to make a Performance Check against an enemy you have partnered with. It must make a Wisdom saving throw or become Charmed by you until it succeed its saving throw, it can repeat the save at the end of all of its turns. DC = 8 + your Proficiency bonus + your Charisma modifier. Coupled Opportunity At 14th level, you become able to perform even greater deeds with your partner. When your partner is an ally, if you are within 15 feet or each others, when one of you makes an attack of opportunity, the other can move up to 10 feet as a reaction and perform an attack of opportunity against the same target. When performing an attack of opportunity on an enemy that is your partner, you can perform a second attack of opportunity using the same reaction if your first attack misses Masterful Partner By 20th level, you have had so much experience with a multitude of partners that you can now maintain two Dance Partners at once. The effects for your partners only work in relation to you and not each others.

Free Style Freeform Starting at 3rd level, you continue to dance even when the floor is no longer under your feet. Your Flowing Step is not interrupted when you become prone. You must still spend 10 feet of your base walking speed to keep Flowing Steps active. You no longer have disadvantage on attack rolls you make while prone with one-handed weapons and unarmed strikes. Flowing Bodies At 6th level, you are able to move in ways most believe to be reckless, but you escape from danger while they burn. As a reaction, you can throw yourself prone to dodge an attack. You impose disadvantage on an attack made agaisnt you when you do so. You can use your reaction to throw yourself prone against 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 can use your reaction to drop yourself prone to instead take no damage if you succeed on the saving throw, and only half damage if you fail. Kip-up Starting at 9th level, you no longer need to spend half of your movement to get back up from prone, you can use your Bonus action to get up from prone instead at no other cost. You cannot be knocked prone unwillingly anymore while your Flowing Steps is active. Windmill By 14th level, you have spent enough time on the floor to understand how to use it properly. You are able to perform a complex series of spins while prone. When you make an attack roll with a one-handed weapon or unarmed strikes while prone, you can compare it to the AC of all the enemies within your reach. You deal your attack's damage to all those whose AC you beat. Flowing River At 20th level, you have no use for restrictions. Your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained. You can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled. Finally, being underwater imposes no penalties on your movement or attacks.