Dancer
About this class
The Dancer is someone who trains their body to peak physical condition in order to display their movements as a form of art. During this training, they tap into some magical ability as well, allowing their dancing to be even more spectacular. Dancers are artists through and through, and their craft requires skill, practice, and determination. Dancers tend to wear their heart on their sleeves, and are prone to react strongly to both good, and bad, stimuli. This can be a bit stressful, but teaming up with a Dancer is worth it, because they are a strong pillar of support, they are determined to follow their heart, they have remarkable endurance, and they are easy to get along with, so long as you’re on good terms with them, and can appreciate their skills.
Domains
Grace
Bone
Starting stats
Hope feature
Class features
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Dancing Strikes
Your Unarmed Strikes become stronger. Their damage becomes d6 + your level using your proficiency, and you may use your Spellcast Trait to attack with them. After you’ve made an attack either using your Unarmed Strikes, or a weapon, you may Mark a Stress to make an Unarmed Strike against another target within range.
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Shake It Off
After you roll with Fear, fail an action roll, or get hit with an attack, you may Spend a Hope to clear a Stress. At level 5, you may Clear 2 Stress.
Class items
- A good luck charm
- A notebook full of dance notation
Character questions
Background prompts
- What prompted you to take up dancing as an artform/combat tool?
- Where was your first proper performance?
- Learning to dance on such a level can be strenuous. What was your first dance-related injury?
Connection prompts
- You saw one of my performances. What struck you the most about it?
- You caught me reacting extremely to a low moment. What did you do to bring me out of it?
- What dance am I trying to teach you?
Subclass cards
Printable via header menu
Harmonious
Foundation
SPELLCAST TRAIT: Presence
Magic Dancing: Your Unarmed Strikes now do Magic damage, and their range extends to Close range.
Enchanted Tango: Whenever you make a successful Unarmed Strike against someone outside of Melee range, you may spend a Hope to force the target to make a reaction roll (13). On a failure, they are pulled into Melee range with you, and you may make another Unarmed Strike against them.
Harmonious
Specialization
Dancing Light: Gain a permanent +1 to your Evasion.
Fluid Movement: Your magical sense has allowed you to enhance your reach. You may make a Spellcast roll to move objects in Close range. The difficulty of this depends on things such as size, visibility, and placement. Additionally, when you make a successful Unarmed Strike against a target, you may Spend a Hope to deal an additional 1d8 Magic Damage.
Harmonious
Mastery
Magic Extension: Your Magic Dancing, and Fluid Movement features now extend to Far range, and your Fluid Movement damage increases to 2d8 Magic damage.
Windy Tango: Whenever you use your Enchanted Tango ability, you may mark any number of Stress to force an equal number of creatures within Very Close range of the initial target to make the same reaction roll. You may use one attack to attack all creatures who fail the reaction roll.
Classical
Foundation
SPELLCAST TRAIT: Finesse
Dancer's Fortitude: Add +2 to your Damage Thresholds
Striking Focus: Whenever you use your Dancing Strikes ability, you may target the same target as your initial attack.
Classical
Specialization
Keep Moving: Gain an additional Stress Slot. Additionally, you may Mark a Stress to reduce damage by one Threshold.
Breathe With Me: Whenever you use your Shake It Off ability, you may grant the ability to another creature within Very Close range.
Classical
Mastery
Perfect Form: Whenever you score a Critical Hit on your Unarmed Strike, you gain an additional level of Proficiency.
Follow Through: Whenever you make a successful Unarmed Strike, you may Mark a Stress to force the target to make a reaction roll (16). On a failure, their Difficulty is lowered by your Finesse Trait.
Tumbler
Foundation
SPELLCAST TRAIT: Agility
Battering Strikes: Whenever you make a successful Unarmed Strike, you may Mark a Stress to double your level.
Dizzy Dancing: Whenever you make a successful attack with your Unarmed Strike, you may Spend a Hope to force the target to make a reaction roll (13). On a failure, their next attack is made at disadvantage.
Tumbler
Specialization
Hardened Strikes: Your Unarmed Strikes become d8 + your level using your proficiency.
Escaping Dance: Whenever someone within Very Close gets attacked, you may Mark a Stress to increase their Evasion by 1d4. If the attack fails, you, and the target, may move anywhere within Close range.
Tumbler
Mastery
Forceful Strikes: Whenever you make a successful Unarmed Strike, you may automatically roll an 8 on one of your damage dice.
Quick on Your Feet: Spend 2 Hope, and make a Spellcast roll (18). On a success, you may increase the Evasion of one creature within Very Close range by your Agility Trait. They keep this bonus until their next rest, or you use this ability again.
Dancer
The Dancer is someone who trains their body to peak physical condition in order to display their movements as a form of art. During this training, they tap into some magical ability as well, allowing their dancing to be even more spectacular. Dancers are artists through and through, and their craft requires skill, practice, and determination. Dancers tend to wear their heart on their sleeves, and are prone to react strongly to both good, and bad, stimuli. This can be a bit stressful, but teaming up with a Dancer is worth it, because they are a strong pillar of support, they are determined to follow their heart, they have remarkable endurance, and they are easy to get along with, so long as you’re on good terms with them, and can appreciate their skills.
Domains
Grace + Bone
Starting Evasion
12
Starting Hit Points
6
Class Items
- • A good luck charm
- • A notebook full of dance notation
Dancer’s Hope Feature
Dancefloor Sweep : Spend 3 Hope to move within Close range, and make a number of attacks equal to your Spellcast Trait using one roll. You may target up to an equal number of targets.
Class Features
Dancing Strikes
Your Unarmed Strikes become stronger. Their damage becomes d6 + your level using your proficiency, and you may use your Spellcast Trait to attack with them. After you’ve made an attack either using your Unarmed Strikes, or a weapon, you may Mark a Stress to make an Unarmed Strike against another target within range.
Shake It Off
After you roll with Fear, fail an action roll, or get hit with an attack, you may Spend a Hope to clear a Stress. At level 5, you may Clear 2 Stress.
Dancer Subclasses
Choose either the Harmonious or Classical subclass.
Harmonious
Play as the Harmonious to enhance your dancing further with magic
Spellcast Trait
Presence
Foundation Features
Magic Dancing: Your Unarmed Strikes now do Magic damage, and their range extends to Close range.
Enchanted Tango: Whenever you make a successful Unarmed Strike against someone outside of Melee range, you may spend a Hope to force the target to make a reaction roll (13). On a failure, they are pulled into Melee range with you, and you may make another Unarmed Strike against them.
Specialization Feature
Dancing Light: Gain a permanent +1 to your Evasion.
Fluid Movement: Your magical sense has allowed you to enhance your reach. You may make a Spellcast roll to move objects in Close range. The difficulty of this depends on things such as size, visibility, and placement. Additionally, when you make a successful Unarmed Strike against a target, you may Spend a Hope to deal an additional 1d8 Magic Damage.
Mastery Feature
Magic Extension: Your Magic Dancing, and Fluid Movement features now extend to Far range, and your Fluid Movement damage increases to 2d8 Magic damage.
Windy Tango: Whenever you use your Enchanted Tango ability, you may mark any number of Stress to force an equal number of creatures within Very Close range of the initial target to make the same reaction roll. You may use one attack to attack all creatures who fail the reaction roll.
Classical
Play as the Classical to take hits, maintain your position, and overwhelm your opponents with your attacks.
Spellcast Trait
Finesse
Foundation Features
Dancer's Fortitude: Add +2 to your Damage Thresholds
Striking Focus: Whenever you use your Dancing Strikes ability, you may target the same target as your initial attack.
Specialization Feature
Keep Moving: Gain an additional Stress Slot. Additionally, you may Mark a Stress to reduce damage by one Threshold.
Breathe With Me: Whenever you use your Shake It Off ability, you may grant the ability to another creature within Very Close range.
Mastery Feature
Perfect Form: Whenever you score a Critical Hit on your Unarmed Strike, you gain an additional level of Proficiency.
Follow Through: Whenever you make a successful Unarmed Strike, you may Mark a Stress to force the target to make a reaction roll (16). On a failure, their Difficulty is lowered by your Finesse Trait.
Background Questions
Answer any of the following, or create your own.
- • What prompted you to take up dancing as an artform/combat tool?
- • Where was your first proper performance?
- • Learning to dance on such a level can be strenuous. What was your first dance-related injury?
Connections
Ask one of the following, or improvise.
- • You saw one of my performances. What struck you the most about it?
- • You caught me reacting extremely to a low moment. What did you do to bring me out of it?
- • What dance am I trying to teach you?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.