Dancer
Your focus is on the movement and flexibility of dance,
becoming skilled at rhythmic motion and using your
momentum to skirt danger and strike faster than any
other. Rogues who embrace this archetype are often
performers first, using their skill at dance to awe others
on and off the battlefield, but spies, bounty hunters,
and the occasional noble have been known to take up
this archetype as well.
May I Have This Dance?
When you choose this archetype at 3rd level, you gain proficiency in the Performance skill if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses that proficiency. Additionally, you can add a d4 to your Charisma checks made to influence a creature that you are currently dancing with. If you dance with a creature for at least 10 minutes, this bonus lasts for the next hour.Deadly Momentum
Starting at 3rd level, you are able to build up and utilize the momentum of your dancing in combat. When you roll initiative, you gain a pool of momentum points. You start with 0 momentum points, and can have up to a maximum of 8 points at a time. Your walking speed increases by 5 feet for each momentum point you have. You lose all momentum points when you leave initiative. You gain 1 momentum point at the end of each of your turns, when you take the Dash action, and when you move your race’s base move speed or more on a turn. You lose 1 Momentum point at the end of your turn if you moved half your move speed or less during that turn. You can expend momentum points to fuel the momentum features below. Dart. When you hit a target with a melee weapon attack, you can expend 1 momentum point to use your Sneak Attack against that target even if you didn’t have advantage on the attack roll, but not if you had disadvantage on it. All other Sneak Attack rules apply. Roll. As a reaction when you take damage, you can expend 1 momentum point to instantly move up to 10 feet. If you expend 1 additional momentum point, this movement doesn’t provoke opportunity attacks. Spin. As a bonus action, you can expend 1 momentum point to move a creature within 5 feet of you to another unoccupied space within 5 feet of you. An unwilling creature can make a Strength saving throw (DC8 + your proficiency bonus + your Dexterity modifier), avoiding this movement on a success. Twist. As a bonus action, you can expend 1 momentum point to take the Dodge action.Prancer
At 9th level, your elegant movement translates into dazzling leaps. Your jump distance is doubled, and is determined by your Dexterity score instead of your Strength score. Additionally, you can move through the space of any creature that is size Large or smaller while jumping.Rhythm Change
Starting at 13th level, you have an intuitive sense for the rhythm and flow of combat. You can use a bonus action to move yourself one position up or down in initiative order. Alternatively, you can expend 1 momentum point to instead move a friendly creature within 5 feet of you one position up or down in initiative order. This change takes effect at the start of the next initiative round.Grand Finale
When you reach 17th level, you have perfected the dramatic art of the final move. When you hit a creature with a melee weapon attack, you can expend all your momentum points to deal extra weapon damage to the target, in addition to the weapon’s damage. The extra damage is 4d6 plus an addition 2d6 for each momentum point expended. Once you have used this feature, you can’t do so again until you finish a long rest.Dancers and the Lunar ChorusDancer Rogues originate from the Sylminar and the Lunar Chorus. However, much like how music cannot be controlled, neither can Dancers, resulting in the spread of their techniques far beyond the borders of Sylminar. |
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