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

Starting Proficiencies

  • Armor: none
  • Weapons: Simple Weapons, shortswords
  • Saving Throw: Dexterity, Charisma
  • Tools: any one type of artisan's tools or any one musical Instrument of your choice
  • Skills: Choose two from Acrobatics, Athletics, History, Insight, Performance and Religion.

Starting Equipment

You start with the following items, plus anything provided by your Background.
• (a) a Shortsword or (b) 2 daggers
• (a) a Dungeoneer's Pack or (b) an Explorer's Pack
• 10 darts

Table: Dancer

Level   Prof. Bonus    Dagger Arts    Unarmored Move     Features
1st               +2                   1d6                       -                      Unarmored Def., Dagger Arts, Trance
2nd             +2                   1d6                  +10 ft.                  Alluring Move., Unarmored Move
3rd              +2                   1d6                  +10 ft.                  Performing Arts 
4th              +2                   1d6                  +10 ft.                  Ability Score Improvement 
5th              +3                   1d8                  +10 ft.                  Extra Attack
6th              +3                   1d8                   +15 ft.                 Performing Arts feature, Elusive Body
7th              +3                   1d8                   +15 ft.                  Evasion, Contortionist
8th              +3                   1d8                   +15 ft.                 Ability Score Improvement
9th              +4                   1d8                   +15 ft.                 Unarmored Movement improvement
10th             +4                   1d8                   +20 ft.                Quickstep 
11th              +4                   1d10                  +20 ft.               Performing Arts feature
12th             +4                   1d10                  +20 ft.               Ability Score Improvement
13th             +5                   1d10                  +20 ft.               Language Arts 
14th             +5                   1d10                  +25 ft.                Stutter Step 
15th             +5                   1d10                  +25 ft.                Split Decision
16th             +5                   1d10                  +25 ft.                Ability Score Improvement
17th             +6                   1d12                  +25 ft.                Performing Arts feature
18th             +6                   1d12                  +30 ft.                Going Solo
19th             +6                   1d12                  +30 ft.                Ability Score Improvement
20th            +6                   1d12                  +30 ft.                Soul of the Dancer

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.

Dagger Arts

At 1st level, your practice with the light weighted daggers gives you mastery of Combat styles that use Dagger Weapons.
You gain the following benefits while you are wielding only Dagger Weapons and you aren't wearing armor or wielding a Shield.

  • You can roll a d6 in place of the normal damage of your dagger weapons. The damage rises as you gain levels in this class.
  • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.


  • Starting at 1st level, your body flows so elegantly that it can captivate any audience. As a bonus action, you can begin this dance gaining the following benefits.
  • You have advantage on Charisma Checks and Charisma Saving Throws.
  • When you make a dagger weapon Attack using Dexterity, you gain a +2 bonus to the damage roll.
  • You have +1 to your AC.
  • If you are able to cast Spells, you can't cast them or concentrate on them while trancing.
Your trance lasts for 1 minute. It ends early if Your Turn ends and you haven't moved since your last turn. You can also end your trance on Your Turn as a Bonus Action. You can trance a number of times equal to your Charisma modifier. Once you take a long rest you regain all expended uses.


Alluring Movements

Starting at 2nd level, you can spend 10 minute dancing, each creature in 30ft of you that watches the whole performance has to make a Wisdom Saving Throw, on a failure they are charmed by you for up to 1 hour. Any creatures hostile to you have advantage on the saving throw and any damage dealt breaks the charm effect. If the duration expires the creature doesn't know it was charmed. Also, if they succeed on the Saving Throw they dont know they were trying to be charmed. Once a creature has saved or has been affected by this feature, it is immune to it for the next 24 hours.

Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a Shield. This bonus increases when you reach certain dancer levels, as shown in the Dancer table.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move.

Performing Arts

When you reach 3rd level, you commit yourself to a performing tradition, such as Blade Dancer. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

Also, if a feature would cause a creature to make a Saving Throw, you use your Charisma as your modifier.

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 Scoresof 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.

Elusive Body

Starting at 6th level, whenever you are hit by an attack the next attack roll made at you is made with disadvantage.


Starting at 7th level, you are unaffected by non-magical difficult terrain and you can use your action to slip out of any non-magical restraint or grapple.


At 7th level, your instinctive agility lets you dodge out of the way of certain area Effects, such as a blue dragon's lightning 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.


At 10th level, your movements have become so fast that it is hard to tell if there is only one of your. As an action you can cast the Mirror Image spell. Once you do this you can't do so again until you finish a short or long rest.

Language Arts

Starting at 13th level, you learn to touch other minds with the art of dance so that they can understand what you are trying to convey. Moreover, any creature that can understand a language can also perform a dance to convey its message to you.

Stutter Step

Beginning at 14th level, creatures can no longer make opportunity attacks against you unless you are surprised.

Split Decision

At 15th level, whenever you are attacked by a range attack you can use your reaction to go prone before the attack hits giving ranged attacks disadvantage. Also, getting up from a prone position only costs 5ft of movement instead of half your movement.

Going Solo

Beginning at 18th level, if there are no allies within 120ft of you gain the following benefits:

  • +2 to your AC
  • You deal an additional 1d8 damage
  • You have advantage on all (Wisdom) Perception checks

Soul of the Dancer

At 20th level, as an action you leap 10ft into the air and shine a blinding light. Each creature that can see you within 60ft must make a Wisdom saving throw or be blinded until the start of your next turn. You land in the same space you left slowly landing safely. Your clothes transform into a radiant color of your choice for the next 10 minutes. While transformed you lose access to all subclass features you currently have and gain all subclass features from the subclass you didn't choose. Once you use this feature you can't use it again until you finish a long rest.