5e SRD >Classes >Rogue >Rogue Archetypes >

Dancer

Not all rogues are dastardly thieves or burglars. Some are spies and infiltrators, capable of hiding in plain sight behind a dashing smile and a few rosy words. They thrive in high society, hiding their deadly skill behind a sophisticated persona of charm and teasing wiles.

Dancer Features
Rogue Level Feature
3rd Dazzling Moves, Wonderful Company
9th Steps of Distraction
13th Contortionist
17th Master of Dance

Dazzling Moves

When you choose this archetype at 3rd level, your training with music and dancing grants you certain benefits. You gain proficiency with one musical instrument of your choice and whenever you make a Charisma (Performance) check for a dancing activity, you are considered proficient in that skill and you add double your proficiency bonus to the roll.

In addition, while you are not wearing armor and not wielding a shield, you AC equals 10 + your Dexterity modifier + your Charisma modifier.

Sometimes, the effects of your dancing will require a saving throw to resist its effects. The saving throw DC is calculated as follows: Dance save DC = 8 + your proficiency bonus + your Charisma modifier.

Wonderful Company

Beginning at 3rd level, your movement is elegant and graceful whenever you are dancing. When engaged in a non-hostile physical activity that involves you and one other partner, such as dancing or taking a walk, you can force your partner to make a Wisdom saving throw as a bonus action. If they succeed, they are immune to this feature for 24 hours. If they fail, you have advantage on all Charisma checks, Wisdom (Insight) checks, and Dexterity (Sleight of Hand) checks made against them. They, in turn, have disadvantage on any Wisdom (Insight) checks they make against you. This effect lasts until the activity you are in ends or the partner becomes hostile.

While in this sort of activity, you can also use your bonus action to attempt to trip your partner and drop them to the ground. Your partner much make Dexterity saving throw. If they fail the save, they are knocked prone.

Steps of Distraction

Starting at 9th level, you can use your training to distract your foes. While you are within 5 feet of an enemy, you can use your bonus action to twirl around them, bringing them into a short dance. The creature must make a Wisdom saving throw or be confused as with the confusion spell. At the end of each of their turns, they can attempt another save, ending this effect on a success. Otherwise, the effect disappears after 1 minute.

Once you have used this feature, you can’t do so again until you finish a short or long rest.

Contortionist

Starting at 13th level, your mastery of entertainment is undisputed, and it shows when you perform various acts of gymnastics. You have advantage on Dexterity (Acrobatics) checks and Strength (Athletics) checks when performing gymnastic acts of entertainment, such as somersaults and flips. You can also move through the space of any creature 85 that is of a size equal to or larger than yours, and you can squeeze through smaller spaces without any hindrance to your movement. If you are ever knocked prone, you only need to use 5 feet of movement to get back on your feet.

Master of Dance

At 17th level, your confidence when putting on a show has extended into combat. When rolling initiative, you may add your Charisma modifier to the roll. Any creature that goes after you during the first round of combat makes their attacks against you at disadvantage until the beginning of your next turn.

Section 15: Copyright Notice

Aaralyn’s Stolen Notes to Velea Copyright 2018 Anne Gregersen Author Anne Gregersen