Dancer

Humming to herself to remember the first few steps and her line, a young elf wearing a regal tutu takes to the stage to perform for her recital. Her dance is accompanied by wind helping her leap, fire acting as her spotlight and lightning adding the trusty razzle dazzle to her spinning.

Mesmerizingly twirling and whirling with ribbons and colorful cloth, a half elf brings life to the tavern alongside a good song. Unfortunately for the crowd, he’s robbing them 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.

Hurriedly, many small children find their seats in the town square, a traveling troupe is in town. Out comes a gnome and the story begins. Through the dance, the tale of the Great Ginevra the Good is told, behind stage, other 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

A dancer always has a reason as to why they dance. This purpose guides them in life. Whether you were simply the best dancer at your local tavern, or whether you grew up with formal training. Without joy, there is no spring in your step.

Why do you dance? Is it a hobby you have excelled at? Or does it mean something deeper to you? Maybe you grew up in a culture that valued dancing, maybe it was something that brought comfort in times of sadness. Or perhaps you have ambition of rising through social circles, and balls and other such parties are your ticket to success.

## Quick Build

You can make a dancer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution, followed by Charisma. Second, choose the entertainer background.

# 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:** None

**Weapons:** Simple weapons

**Tools:** A musical instrument that can be played while dancing, disguise kit

**Saving Throws:** Dexterity, Charisma

**Skills:** Choose four from Acrobatics, Athletics, Deception, Perception, Persuasion, Sleight of hand, and Stealth

### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* 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

## Signature Dance

You have worked on a signature dance that you can perform so long as you are not wearing armor or wielding a shield. You can use a bonus action to commence the Signature Dance. It ends early if you are incapacitated. You can also stop dancing at any time you choose as a free action.

While dancing, you gain the following benefits:

* You have advantage on Dexterity checks when attempting to avoid a grapple.
* You have advantage on Dexterity saving throws.
* Allies’ attacks within 30 feet of you deal additional damage equal to half your Dancer level (rounded up) on the first hit of that turn. This bonus does not apply on Spells that deal damage.

If you are able to cast Spells, you can't cast them or concentrate on them while dancing. Your dance lasts for 1 minute. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

## Performance Zeal

Your love for your craft manifests in your personality, you gain proficiency in Performance.

## Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

## Dance Steps

Starting at level 2, you have practiced certain step patterns that compliment your dancing. These steps are fueled by special dice called rhythm dice.

You learn two steps of your choice, which are detailed under “Dance Steps” below. Many steps enhance an attack in some way. If you activate Signature Dance, you can use a step that requires a bonus action as part of the activation. You can use only one step per attack.

You learn additional steps of your choice as you gain dancer levels according to the Dancer table. Each time you learn a new step, you can also replace one step you know with a different one.

## Rhythm Dice

At 2nd level, you get rhythm dice.

**Rhythm Dice:** You have three rhythm dice, which are d8s. A rhythm die is expended when you use it. You regain 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 and one more at 15th level.

**Saving Throws:** Some of your steps require your target to make a saving throw to resist the step’s effects. The saving throw DC is calculated as follows:
**Step save DC =** 8 + your proficiency bonus + your Charisma modifier

## Dance Style

At 3rd level, you dedicate yourself to a dance style of your choice. You can find these options below. Your choice grants you features at 3rd level, and again at 6th, 10th, and 14th 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

## Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

## Fast Movement

Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

## Gracefulness

At Level 7, you have learned how to best keep your footing in any situation. You have advantage on ability checks and saving throws to avoid being knocked prone, and if an attack or effect would cause you to be knocked prone, you can use your reaction to immediately stand up.

## Evasion

Beginning at 9th level, you can nimbly dodge out of the way of certain area effects, such as an ancient white dragon’s icy breath or a Fireball 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.

## Improved Rhythm Dice

At 11th level, your rhythm dice turn into d10s. At 18th level, they turn into d12s.

## Life of the Party

At 13th level, your joy for your passion has increased to the point that other creatures cannot help but be enthused. Once per long rest, you can cast Otto’s Irresistible Dance at base level. The DC is equal to your Step save DC.

## Persistent Performer

Starting at 15th level, when you roll initiative and have no rhythm dice remaining, you regain 2 rhythm dice.

## True Dedication

At 17th level, your dedication to the art of dancing has become so potent that whenever you expend a rhythm die for a Dance Step, you can maximize one of the dice rolls.

## Master Performer

At 20th level, you have mastered the art of dancing. You can perform your Signature Dance as many times as you like.

# Dance Style

Your choice of dance style reflects the reasons why you began to dance. Beginning to dedicate yourself to a certain style will help you carve out a niche you can make your own as you reach 3rd level. This does not mean you can now only dance a certain way, but you will endeavor to master the dance you have chosen until it is truly yours.

## Dance of the Wandering Lorekeeper

Loredancers are in tune with world around them. Their wanderlust spurs them to travel to meet new people, see new sights, and collect new stories. All the world is a stage to them. Their abilities aid them in their theatrical storytelling and their interpretative dancing on stage grant them a touch of magic.

### Minor Spectacle

Additionally at 3rd level, your penchant for costumes and roleplay grant you magic to enhance your performance.
You gain the ability to cast Thaumaturgy and Minor Illusion and Disguise Self at will, including during your Signature Dance.

The Spell save DC to see through your illusion spells is equal to your Step save DC.

### Shared Stories

Beginning at level 3 when you choose this Style, you have learned various knacks on your travels. You gain proficiency in a language, a tool, and in a skill of your choice.

### Dynamic Duo

At level 6, as an action you can create an illusory doppelganger to assist your performances as an action. It 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 feet away from you, it disappears.

It obeys your every command to the best of its abilities, and you can give it orders telepathically to speak or interact with an object as a bonus action once on each of your turns. It can perform simple tasks that a human servant could do, such as fetching things, cleaning, folding clothes, lighting fires, serving food, and pulling levers. Once it completes a task, it then waits for your next order.

You can cast modify their appearance at will as a free action, they can mimic any voice you have heard of before. You can only control one doppelganger at a time, they remain until dismissed or dispersed by external means.

### Quick Change

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.

### Wandering Lorekeeper Dance Steps

* **Encore:** You can use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one rhythm die. That creature can immediately use its reaction to make one weapon attack, adding the rhythm die to the attack's damage roll.
* **Hustle Dance:** You can use an action to invigorate the weary and downtrodden. By expending rhythm dice equal to or less than your Dancer level, each creature of your choice that can hear or see you within 30 feet of you gains Temporary Hit Points equal to the amount rolled + your Charisma modifier (minimum of 1).
* **Opening Flair:** Through stylish, lithe movements, you may spend a rhythm die to take the Help action as a bonus action to assist an ally.
* **Rallying Performance:** On your turn, you can use an action and expend one rhythm die to bolster the resolve of your companions. When you do so, choose up to six friendly creatures who can see or hear you. They gain temporary hit points equal to the rhythm die roll + your proficiency modifier.
* **Sobering Slap:** You snap someone out of their stupor as an action by spending one rhythm die, ending the frighten status condition as well as the effects of charm and paralysis.
* **Stage Enter/Stage Exit:** You spend one rhythm die and a bonus action to shroud yourself in silvery mist and teleport up to 30 feet to an unoccupied space that you can see.

## Dance of the Shifting Veil

Dancers of the Shifting Veil are swift, captivating dancers who train with special weapons to further woo the crowds. Shifting Veil style involves swinging with momentum, the best dancers of this style move so quickly spectators exclaim it is like watching three dancers move in perfect synchronization.

### Art of the Shifting Veil

The origins of this dance lie in imitation: The humble whip imitating snake fangs, scimitars to evoke feline grace, or the creative usage of polearms as a show of strength and agility. You gain proficiency with scimitars, glaives, halberds, pikes, whips, and war fans when you reach 3rd level.

### Blade dance

Beginning at level 3 when you choose this Style, you can make a weapon attack when you commence your Signature dance as part of the bonus action. Additionally, during your Signature Dance, your weapon attacks score a critical hit on a roll of 19 or 20.

### Fighting Style

At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you 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.
* **Defensive Polearm Wielding:** While you are wielding a weapon with two hands, you gain a plus 1 to AC. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.

### Flourishing Cascade

At 6th level your momentum allows you to further combo your moves with poise and grace, after successfully landing an attack, you can make another attack.

You can use this ability a number of times equal to your proficiency modifier. You regain all uses on a long rest.

### 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.

### Shifting Veil Dance Steps

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

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

### Elemental Stances

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 earn to cast the following cantrips at will, including during your Signature Dance: Control Flames, Gust, Mold Earth and Shape Water.

### 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 120ft of you, this beam deals the same amount of damage you woud 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 Stone or Investiture of Wind. You must complete a long rest before you can use this ability again.

### Elemental Ballet Steps

* **Arabesque of Earth:** As a reaction, when you are damaged by an attack, you can use your reaction and spend rhythm dice to reduce the damage by the amount you rolled.
* **Electrifying pirouette:** You spend an action spinning in place and expend one rhythm dice. A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes lightning damage equal to what you rolled and loses its ability to take a reaction, on a successful save, the creature takes half the amount of damage rolled and retains its ability to take reactions.
* **Fiery Jeté:** As an action, you can expend one rhythm die to deal fire damage equal to the rolled result plus your dancer level to all creatures within a straight line (30 feet). They must make a dexterity saving throw, on a successful save they take half the amount of damage rolled.
* **Pointe Technique:** By spending one rhythm die as a free action, you gain the ability to move across any liquid surface- such as water, acid, mud, snow, quicksand, or lava – as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration of this effect, which is one hour. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid of 60 feet per round.

## Dance of Celestial Veneration

These dancers worship angelic beings and the Upper Planes, they can worship deities such as Elistraee who sponsor performative art, but normally they will take inspiration from all celestial beings of good nature. With solemn subtle movements and sudden arcs and twirls, Veneration dancers are blessed with divine energy as they praise and dance together in temples.

### Divine Safeguard

At 3rd level, your optimistic nature and belief that light can always be found even in the darkest moment has granted you insight into the protective abilities of holy beings.

When you commence your Signature Dance, you gain an additional benefit: Allies within 30 feet of you gain a +1 bonus to AC and Saving Throws.

Additionally, you are immune to disease due to the protective spirit that blesses you for your faith.

### Reflection of Light

At level 3, your inner energy manifests as small glowing spheres of light, when you dance, you can cast Dancing Lights as a free action.

Additionally at 3rd level, you learn Celestial so that you may understand the wonderous words of the ones found in the heavenly skies.

### Graceful Blessing

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.

### Healing Wave

At level 6, your angelic connection empowers your restoration abilities, you can use an action to heal allies within 120 feet of you an amount equal to your proficiency modifier + your Charisma modifier. You can use this ability a number of times equal to your proficiency modifier. You regain all uses on a long rest.

### Curative Wonder

At 10th level, your fervent dedication to divinity grants you an additional gift. You can spend an action to cast Remove Curse. You must complete a long rest before you can use this ability again.

### Vanquishing Light

At 14th level, you have been exalted for your dedication. As an action, you can choose to become a being of pure light for 1 minute, enhancing all your abilities. While in this form:

* You are immune to all status effects and to Necrotic damage.
* You shed bright light in a 60 foot radius.
* Any spell you know from the Dance of Celestial Veneration can be cast through your Orbs of Light.
* Your Healing Wave heals for twice the amount.
* All damage you deal becomes Radiant damage.

This form lasts for 1 minute. You must complete a long rest before you can use this ability again.

### Celestial Veneration Steps

* **Angelic Presence:** As an action, you can expend a rhythm die to enchant your voice with the melody of angelic beings. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
* **Angel's Flutter:** As an action, you can expend a rhythm die to gain a flying speed of 30 feet via wings of light until the end of your turn. You cannot fly upwards or downwards.
* **Kneeling Mercy:** As an action, by kneeling down in prayer and ceasing all movement, you can expend a rhythm die to cast Sanctuary on an ally, additionally you gain resistance to all damage until the spell ends.
* **Step of Illumination:** As an action, when you hit a creature with a weapon attack or an unarmed strike, you can expend a rhythm die to deal radiant damage, and the target must make a Constitution Saving Throw or be blinded until the start of the it’s next turn.

Additionally, you glow as if affected by the Light cantrip for one minute.

* **Step of the Blessed:** As an action, you touch one willing creature, expend a rhythm die, the target can add the number rolled to one ability check of its choice within the next minute. It can roll the die before or after making the ability check.

## Dance of the Occult Ritualist

These dancers are known for their jerkish movements, ominous chanting, and grotesque accessories, Occult Ritualists dance to communicate with supernatural creatures such as demons, eldritch abominations, or spirits of the afterlife. They dabble in forbidden knowledge and with their sleek movements they can manipulate death, unlock secrets, and force the dead to dance with them.

### Death Sense

At 3rd level, your awareness opens up to the supernatural veil beyond death, until the end of your next turn, you know the location of any Undead within 5 miles of you and you can hear their whispers. 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.

### Deity Savant

Your well-rounded knowledge of beings who are worshipped grants you proficiency in Religion at level 3.

### Unbound Rites

Due to your studies of occult lore, you gain the ability to ritual cast 2 ritual spells form the Divination School of magic, these spells must be 1st or 2nd level spells.

Additionally, at 3rd level you understand the power of secret somatic components, while you dance, spells cast as rituals within 60 feet of you take half the amount of time and do not require material components.

### Necromantic Dance

When you reach 6th level, you have resonated with powers from the afterlife, these friends from the other side have whispered the secret to necromancy to you. You can cast Speak with Dead and Animate Dead a number of times equal to your proficiency modifier. You regain all expended uses of this ability when you finish a long rest.

### Restless Spirits

At level 6, when you commence your Signature Dance, departed spirits heed your call, choose one target (this can be yourself as well) within 120 feet, the spirits will swirl around them, once per turn, the first attack made against someone who is being guarded by these spirits has disadvantage. If the target is hostile to you, the spirits do not protect them, instead they prevent the target from regaining Hit Points.

### Spirit Counsel

Through your contacts with the spirits, at 10th level you can ritual cast Divination, Commune, Contact Other Plane and Summon Greater Demon. You have advantage on Charisma checks made during the duration of the spells.

### Supernatural Ward

Your understanding of death grants you a boon against it. When you reach 10th level, you gain the ability to cast Death Ward on yourself once per long rest.

### Death's Door

When you reach level 14, you have perfected your cunning movement patterns and as such have gained to ability to unleash that channeled energy, you can cast Circle of Death, you can choose creatures to omit from the spell’s radius up to your Charisma Modifier, and any creature that dies to the spell rises as an undead (your DM determines their stats). You must complete a long rest before you can use this ability again.

### Stolen Dead

You gain the ability to hijack other’s attempts at raising the dead through macabre movements. As a reaction to a creature you can see within 60 feet casting a spell to raise the dead, you can force them to make an intelligence saving throw vs. your Step Save DC. On a failure, the spell completes as if you had cast the spell, instead of your 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.

### Occult Ritualist Steps

* **Cursed Waltz:** When you commence your Signature Dance, you can spend a rhythm die as a free action and select one creature within 30 feet of you to curse for 1 minute, it takes necrotic damage equal to the rolled amount and cannot regain Hit Points for the duration of this ability. Also, choose one ability score: Until the curse ends, the target has disadvantage on ability checks made with the chosen ability.
* **Grasp of the Void:** You expend a rhythm die as an action to force a creature within sight to make an Intelligence saving throw against your Step Save DC. On a failed save, the creature loses Spell Slots. The Spell Slots can have a combined level that is equal to or less than the rolled result. For example, if you roll a 2 and they fail the save, the creature must lose either a 2nd-level spell slot or two 1st-level Spell Slots.
* **Soul Lock:** As a bonus action, you can stabilize a dying creature within 30 feet by expending 1 rhythm die.
* **Vampiric Stride:** When a creature within sight takes damage, you can spend your reaction and expend rhythm dice to further wound the creature, the target takes necrotic damage equal to the rolled result, and you regain Hit Points equal to half of the rolled result.
* **Vitality’s Twist:** You sacrifice some of your health to mend another creature’s injuries. You expend as many rhythm dice as you wish as an action, you take necrotic damage equal to the total amount rolled, then one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.

## Dance of Nature's Reverie

These dancers celebrate the beauty of nature, often wearing leaves, branches or flower crowns as a part of their outfit, their movements are serene, smooth and harmonious when dancing with others. Fey are amused by Reverie Dancers, who are often so lost in their dance that they do not notice their surroundings and how plants move with them, and they grant them boons.

### Blessing of the Fey

Starting at 3rd level, your movements mimic the fey to the point that they can imitate their charming appearance, you learn Sylvan and gain the following ability:

* You can choose a creature within sight that can see you, it must succeed on a Wisdom saving throw or be charmed by you for 10 minutes. The target has disadvantage on the saving throw if you are dancing.

You can use this ability a number of times equal to your Charisma modifier, you regain all uses upon completing a 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.

### Nature's Ally

At 14th level, your connection to nature is so powerful that your very presence deters hostility from its inhabitants. Hostile Plant- and Beast-type creatures must make a Wisdom saving throw at the start of their turn whenever they are within 120 feet of you, they have disadvantage on this saving throw if you are dancing within sight, on a failed save they are no longer hostile and are considered Charmed by you. This ability does not work if you or your allies deal damage to the creature.

### Nature's Fury

When you reach 14th level, you gain the ability to instill a temporary connection to nature in others so that they can empathize and understand the wonders of nature. When damage would be caused to nature within 5 miles of you, the creature that caused the damage takes 8d6 psychic damage, you have advantage on all attacks against said creature, and animals in the area will become hostile to that creature.

### Nature's Reverie Steps

* **Ensnaring Hip Sway:** When you make a weapon attack or unarmed strike, you can expend one rhythm die as an action to attempt to knock the target down as you conjure up vines to trip the target. You add the rhythm die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
* **Leaf Petal Shake:** As a bonus action you can expend a 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.
* **Step of the Fey:** You spend one rhythm die and a bonus action to shroud yourself in silvery mist and teleport up to 30 feet to an unoccupied space that you can see.
* **Whimsical Step:** You spend one rhythm die and a bonus action to shroud creatures within 60 feet of you up to your Charisma Modifier in silvery mist, the targets must make a Charisma saving throw, on a failed save you can have them switch places with another targeted creature who failed their saving throw or with yourself. Creatures can choose to automatically fail the save.

## Dance Steps

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