Dancer

Dancer
Homebrew Class – Project Tandenovis

An elven woman tiptoes slowly across the stage, her white dress trailing in the light of the moon as she begins to dance. One step, two steps, the crowd is mesmerised, breathless. She spins, ducks, leaps and pivots through the starlight, faster, higher, a fire each time her feet touch the ground. Seconds, minutes, maybe hours pass, until finally she raises her arms and slowly falls to the ground, the curtain falling with her and the light of the nighttime replaced with the darkness of dawn.

A young boy's feet flare through the streets of a broken city, crossing and weaving along to a song that lives only in his mind. One step, two steps, his eyes ablaze with the vision of his own life in his hands. Snow starts to fall and crowds pass by unblinking, yet the boy continues to dance. If he doesn't dance, doesn't live through his own work, no-one will.

The art of dancing has existed since the dawn of time, a valiant and heartfelt expression of the conscious and subconscious brought into existence by the footsteps of the dancer. To dance is to throw away one's thoughts to the wind, to break free of the constraints of the mortal realm and to find oneself on the eternal stage of living. To dance is to live – to live is to dance.

A Silent Rhythm
When watching a dancer in silence, their body becomes the rythmn, the music, the unheard symphony. Dancers inspire and create, becoming greater than themselves with every step. Each movement is a willingness to set the standard higher and higher, a willingness to move onwards and upwards no matter which direction life may take. Dancing is a willingness to fly.

The Heartbeat of the Soul
Each dance pulls upon a string tied to the soul, fueling emotion and bringing one into their brightest and darkest moments. A dancer draws upon this, tugging the strings of the heart and mind and using it to create greater and greater dances. No two dances will ever be the same, ever elicit the same raw emotion. That is the art of the dance.

Creating a Dancer
As you create your dancer, think about your reason for dancing. How did you learn to dance? Was it a hobby? Were you taught by a relative, an academy, or maybe you learnt the art on your own? What do you dance for? Fame? Fortune? The eye of an admirer? Or perhaps you dance for yourself, to know that there is something you can do that is truly and purely you? The reason for a dancer to dance is their reason to live, to become their purest self.

Quick Build
You can make a Dancer quickly by following these suggestions. First, make Dexterity and Charisma your highest ability scores, followed by Constitution. Second, choose the entertainer background.

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

 * Armour:  None
 * Weapons:  Simple weapons, scimitars, shortswords, battle fans, dancer weapons
 * Tools:  Disguise kit
 * Saving Throws:  Dexterity, Charisma
 * Skills:  Performance and choose two from Acrobatics, Sleight of Hand, Insight, Perception, Deception and Persuasion

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
 * (a)  two finesse weapons or  (b)  a light crossbow and 20 bolts
 * an entertainer's pack, two daggers, and a set of traveller's clothes

Dancer's Inspiration
You can use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can see you. That creature gains one Dancer's Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Dancer's Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Dancer's Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Dancer's Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

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

Heartstring Dancing
Starting at 2nd level, you have become aware to your dancing's power to pull upon the heartstrings of friend and foe alike and have gained the ability to draw upon your soul to empower your movements with beauty and wonder. Your access to this ability is represented by Heartstring Points, which are determined by your dancer level, as shown in the Heartstring Points column of the Dancer table.

You can use these points to fuel various dancer steps. You start knowing three such steps: Disrupting Tempo, Lightning Step and Pirouette. You learn more steps as you gain levels in this class. When you expend a Heartstring Point, the power from your soul is weakened and is unavailable until you finish a short or long rest, where the time spent recovering rejuvenates your body and soul and restores your Heartstring Points.

Some of your steps require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Heartstring Dancing save DC = 8 + your proficiency bonus + your Charisma modifier.

Disrupting Tempo
When a creature within 60 feet of you makes an attack, you can spend 2 heartstring points and use your reaction to force the creature to roll a die equal to your Dancer's Inspiration die, subtracting the result from the attack roll and potentially causing the attack to miss.

Lightning Step
You can spend 1 heartstring point to take the disengage or dash actions as a bonus action on your turn. Additionally, you may grant a creature a Dancer's Inspiration die as part of the same action at the cost of an additional heartstring point.

Pirouette
You can spend 1 heartstring point to take the dodge action as a bonus action on your turn. Additionally, you may grant a creature a Dancer's Inspiration die as part of the same action at the cost of an additional heartstring point.

Deft Movement
At 2nd level, your speed increases by 10 feet while you are not wearing armour or wielding a shield. Additionally, when you use the dash action, difficult terrain doesn't cost you extra movement for the rest of that turn.

At 14th level, your Deft Movement bonus increases to 20 feet while you are not wearing armour or wielding a shield.

Dancer's Form
When you reach 3rd level, you have trained yourself in a particular style of dancing, or a form. Your form grants you features at 3rd level and again at 6th, 13th, and 17th level.
 * The Acrobat
 * The Contestant
 * The Enchanter
 * The Freerunner

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.

Renewal
Starting at 5th level, you regain all of your expended uses of Dancer's Inspiration when you finish a short or long rest.

Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a black dragon’s corrosive acid or a lightning bolt 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.

Set the Stage
Starting at 9th level, you can spend 3 heartstring points to cast Hallucinatory Terrain without using a spell slot or material components to transform your surroundings into the illusion of a theatre, an arena, or a similar stage-like structure.

Any creature that willingly owns a ticket, token or similar item relating to any show that you have performed or will perform has disadvantage on Intelligence (Investigation) checks to discern illusions within this space.

Encore
At 11th level, your will to keep dancing pushes you through pain and injury to continue to perform. If you drop to 0 hit points and don't die outright, you can make a DC 10 Charisma saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Flawless Form
At 18th level, your dancing has nearly reached perfection. You can add half your proficiency bonus, rounded down, to your Dexterity and Charisma saving throws. Additionally, your proficiency bonus is doubled for any Charisma check that you are proficient in.

Deathless Dance
At 20th level, your dancing has taken flight, and you breathe so much of your life and passion into your art that you no longer feel the need to stop dancing, lest you forget how it feels to fly.

You no longer suffer from the effects of exhaustion, and cannot be put to sleep by magical or nonmagical means. Additionally, when you roll initiative and have no heartstring points or uses of Dancer's Inspiration left, you regain 4 heartstring points or one use of Dancer's Inspiration respectively.

Dancer's Forms
Every dancer makes a choice, choosing to fully devote themselves to a style or form of dancing. Some are daring acrobats, others double as fierce warriors. There are even those who draw upon their soul further to imbue their dances with arcane energy. Every dance is different, each dancer has their own reason for dancing.

The Acrobat
Acrobats are masters of precision footwork and daring leaps and twists, capable of spinning through a stage or a battlefield in the blink of an eye. Acrobats train their bodies to be capable of mesmerising stunts, one moment to your left and the next to your right.

Bonus Proficiency
At 3rd level, you gain proficiency in the Acrobatics skill. If you are already proficient in it, your proficiency bonus is doubled for the skill. Additionally, your jump height and distance are based off of your Dexterity score instead of your Strength score.

Fleeting Manoeuvre
At 3rd level, you gain one of the following features of your choice.
 * Full Twisting Layout. When you take the dash action, you perform a series of flips and jumps, causing your movement to not provoke opportunity attacks.
 * Kip Up. You have learnt to kick up and back to your feet when on the ground. When you are prone, standing up uses only 5 feet of your movement.
 * Acrobatic Finesse. When performing a standing long jump or high jump, you move as if you had a running start. Additionally, you have a climbing speed equal to your movement speed.

Blade Juggling
At 3rd level, your flourish and deft manoeuvrability allows you to throw any finesse weapon that doesn't have the reach or special properties, giving it a 20/60 feet throwing range. Additionally, any finesse weapon which already has a throwing range gains an extra 20 feet to its inner and outer ranges.

Acrobat Steps
At 6th level, your speed and agility grants you access to acrobat exclusive steps.
 * Back Walkover. When a creature within 5 feet of you makes an attack against you, you can spend 2 heartstring points and use your reaction to perform a Dexterity saving throw against a DC of 8 + the creature's attack bonus. On a success, you impose disadvantage on the attack and you move 10 feet backward from your attacker without provoking an opportunity attack. At 17th level, you can make a weapon attack against the creature as you're moving away from it as part of the same action.
 * Contra Body Movement. When you take the dash action, you can spend 1 heartstring point and double your movement speed for that action. You cannot benefit from magical speed increases when you use this step.
 * Front Walkover. When a creature makes a ranged attack against you, you can spend 2 heartstring points and use your reaction to perform a Dexterity saving throw against a DC of 8 + the creature's attack bonus. On a success, you impose disadvantage on the attack and move 10 feet to the right or left. At 17th level, you can make a weapon attack against the creature as you move to dodge its attack as part of the same action.

Running Start
At 13th level, your speed and reflexes have been honed to adapt to obstacles that you may encounter while running or jumping. You can give yourself a bonus to your initiative rolls equal to your proficiency bonus. Additionally, traveling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.

Acrobat's Duet
At 17th level, as an action you can spend 3 heartstring points and choose to perform a duet dance with an allied creature with 5 feet of you, granting that ally advantage on its attack rolls until the end of your next turn. Additionally, when the target hits a creature with an attack, you may make a free melee weapon attack against that creature.

The Contestant
For a contestant, every battle is a dance and every dance is a battle. Contestants train relentlessly to strike with their kicks and spins as they dance, taking advantage of their flexibility and finesse to hit weaknesses and vulnerabilities.

Martial Dancing
At 3rd level, your legs have been refined into powerful weapons as a result of rigorous practice and dedication to your art. You gain the following benefits while you are unarmed and you aren’t wearing armour or wielding a shield:
 * You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
 * You can roll a d4 in place of the normal damage of your unarmed strike. This increases to a d6 at 6th level, a d8 at 13th level and a d10 at 17th level.
 * When you use a heartstring point and are within 5 feet of a creature, you may make an unarmed strike against that creature as part of the same action.
 * Any unarmed strike attack roll has advantage against a target that is grappling or is attempting to grapple you.
 * If you roll a 1 on an attack roll using your unarmed strikes, you are instantly knocked prone if you aren't already prone and take 2d4 bludgeoning damage.

Contestant Steps
At 6th level, your power and skill grants you access to contestant exclusive steps.
 * Overstep. When you take the attack action, you can spend 1 heartstring point to launch yourself with a kick from your target or a solid surface, jumping up to half your speed in a line from your target without provoking opportunity attacks. If you land within 5 feet of another creature, you may make an unarmed strike against that target as part of the same action.
 * Pendulum Swing. When you take the attack action when adjacent to more than 1 creature, you can spend 2 heartstring points to instead swing your legs around you, forcing creatures within 5 feet of you to make a Dexterity saving throw. On a failure, the targets take damage equal to your unarmed strike damage. On a success, the targets are moved 5 feet away from you.
 * Squatting Drop Kick. When you take the attack action, you can spend 1 heartstring point and attempt to shove the target. Instead of making an attack roll, make a Dexterity (Acrobatics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check. On a success, the target takes the damage from your unarmed strike, is pushed 5 feet backwards and is knocked prone. If the target is pushed into another creature's space and they are of the same size or smaller than the target, this creature must make a Dexterity saving throw or also be knocked prone. You can use this step when you are prone without penalty.

Extra Attack
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Heartstring Strikes
Starting at 13th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Contestant's Duet
At 17th level, as an action you can spend 5 heartstring points and choose to perform a duet dance with an allied creature within 5 feet of you, becoming a feverish series of flurries and spins. Until the start of your next turn, spaces within 5 feet of the two of you become difficult terrain, and creatures that you choose that enter or end their turn within this area must make a Dexterity saving throw or take 8d8 bludgeoning damage.

The Enchanter
Enchanters are masters of manipulation and beauty, able to work their way around issues with their dances, a few words and a sprinkle of arcane energy. The dance of the enchanter is nothing short of stunning, and doing so is playing right into the enchanter's ploy.

Never Miss a Beat
At 3rd level, you gain proficiency in the forgery kit and your proficiency bonus is doubled for checks you make using the disguise kit. If you are already proficient in it, your proficiency bonus is doubled for that tool.

Additionally you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.

Enchanter's Steps
At 6th level, your grace and charm grants you access to enchanter exclusive steps.
 * Charming Challenge. As an action, you can spend 1 heartstring point and force a creature within 5 feet of you to make a Charisma saving throw. On a failure, the target must spend a bonus action at the start of its next turn to dance, making a Charisma (Performance) check, which you can contest with a reaction. The loser of this contest takes psychic damage equal to two of your Dancer's Inspiration die, and has disadvantage on their next attack roll.
 * Head Over Heels. As an action, you can spend 1 heartstring point and force a creature within 60 feet of you to make a Wisdom saving throw. On a failure, the target is has disadvantage on attack rolls and Wisdom (Perception) checks made to hit or perceive any creature other than you for 1 minute.
 * Heartstopper. As an action, you can spend 2 heartstring points and force a creature within 60 feet of you to make a Wisdom saving throw. On a failure, the target is paralysed for 1 minute. At the end of its turns, it can make another Wisdom save, ending the paralysis on a success.

Impostor
At the 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms.

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Enchanter's Duet
At 17th level, as an action you can spend 5 heartstring points and choose to perform a duet dance with an allied creature within 5 feet of you. A number of creatures within 30 feet of you up to your Charisma modifier must make a Charisma saving throw or take psychic damage equal to three of your Dancer's Inspiration die and be paralysed until the start of your next turn.

The Freerunner
Freerunners are those that use the environment to their advantage, moving across the battlefield in a flash and rough terrain as if it weren't even there. They can climb walls, jump further than most, and perform feats of movement unimaginable by most.

Bonus Proficiency
At 3rd level, you gain proficiency in the Acrobatics skill. If you are already proficient in it, your proficiency bonus is doubled for the skill. Additionally, your jump height and distance are based off of your Dexterity score instead of your Strength score.

Free Landing
Also 3rd level, you have learnt to land in the best way possible so as to not hurt yourself from the fall. You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your dancer level. Additionally, difficult terrain costs you no extra movement.

Falling Strikes
At 3rd level, you climbing speed increases to 30 feet if it was lower beforehand, and you gain advantage on any attack you make after falling at least 30 feet.

When performing a strike like this, you deal an additional amount of damage equal to 1d6 for every 30 feet you fall if the attack hits. At 13th level, the damage dice for your falling strikes is increased to a d8.

Freerunner Steps
At 6th level, your speed and agility grants you access to freerunner exclusive steps.
 * Butterfly Twist. After you attack a creature, you may take a bonus action and spend 2 heartstring points to perform an additional attack against the creature with advantage. After performing such a move, you may move back and away from the creature without provoking opportunity attacks from it.
 * Speed Vault. When you attempt to move through a creature or object that is of your size or smaller, you can spend 1 heartstring point to vault off of them and then strike them from behind afterwards. After performing such a move, you may move through and away from the creature without provoking opportunity attacks from it.
 * Stride Run. When you take the dash action, you can spend 1 heartstring point and double your movement speed for that action. You cannot benefit from magical speed increases when you use this step.

Wall Climbing
Starting at 13th level, your climbing speed increases to 60 feet and you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Additionally, you may use the first part of the Lightning Step feature without using heartstring points.

Freerunner's Duet
At 17th level, as an action you can spend 5 heartstring points and choose to perform a duet dance with an allied creature with 5 feet of you, with that target throwing you up in the air an amount of feet equal to the combined total of both of your Strength and Dexterity scores. After this move, you may perform a falling strike on a creature within 30 feet of your starting position as a bonus action.