Martial Archetype: Dancer

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The Performance Must Go On
His sweat stained brow drips on the floor as he pirouettes and prances across the battlefield. His steps are precise and so are his attacks. Every enemy felled is just a small jig, a dodge here, a blow there. At the end of it he puts all his soul and physical prowess into his Final Bow.

Curtain Draw
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips
You learn three cantrips: minor illusion and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
 
Spell Slots
The Dancer Spellcasting table shows how many spell slots you have to cast your wizard 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 Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.
 
Spells Known of 1st Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.

The Spells Known column of the Dancer Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an conjuration or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
 
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard 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
 
Speech Step
Beginning at 7th level you can magically communicate your thoughts through dance to a creature(s) you can see that can also see you. You determine which creatures can understand your movements and you must use at least half your walking movement speed in order to do this, as well it's considered a free action to do so.

Beguiling Dance
Starting at 10th level, you can perform a dance that charms creatures that can see you if they fail a Charisma save against the following formula: 8 + Dexterity modifier + Proficiency bonus. Creatures must have an Intelligence scores of at least 6.
 
Parting Shot
At 15th level, when you take the disengage action, you can choose to attempt a Dexterity save DC 15 in order to make a weapon attack that has the ranged or reach properties.
 
Final Bow
Beginning at 18th level, if you would attempt to hit a single target with a melee weapon attack or an unarmed strike, you can risk up to 5d10 Hit Points (taking the damage) to deal the same number of d10s damage to that target.

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