Base Class: Paladin
Of the many promises and binding vows a person can take to become a paladin, the Oath of the Dance is one of the most obscure, but nevertheless demanding and not for the faint of heart. Whether the warriors in question have sworn loyalty to a deity, such as Terpsichore, Lliira, or Nataraja, or have devoted themselves to their art for personal reasons, Paladins of the Dance take their work seriously. These artists perform with such intensity, charm and dedication that even the enemies they battle have found themselves drawn into the elegant patterns woven by the dancing hero in front of them.
Tenants of the Dance
Practice. Your dance cannot achieve its most glorified state without effort. Work hard to perfect your technique and show the world what you are made of.
Chutzpah. Be not ashamed of your art. Dance like nobody is watching, especially when everybody is watching.
Expansiveness. Do it big; do it right; do it with style.
Teach. The dance does not belong to you alone. Share it with others. Dancers come and go in the twinkling of an eye, but the dance lives on.
Oath of the Dance Spells
You gain Oath Spells at the paladin levels listed.
3rd Charm Person, Command
5th Enthrall, Mirror Image
9th Blink, Hypnotic Pattern
13th Confusion, Freedom of Movement
17th Antilife Shell, Modify Memory
Channel Divinity
When you take this Oath at 3rd level, you gain the following Channel Divinity.
Choreographed Battle. As an action, you invoke the unifying element of your dance, allowing your allies to join in as you lead the flow of the battle. All creatures that you designate that you can see within 30 feet of you may use their reaction to move up to half of their speed. This movement does not provoke opportunity attacks. Additionally, until the start of your next turn, each of those creatures immediately gains the benefit of the disengage action at the start of their turn.
DANCE OFF! As a Bonus Action, you may challenge someone to a dance battle. Select a target within 30 feet of you that you can see. That target must make a wisdom saving throw against your spell save DC. The target can automatically succeed if it is immune to the charmed condition, but may choose to fail. Upon a success, the target merely has disadvantage on its attacks next turn, as it is disoriented and confused by your attempt to engage it. Upon a success, the target falls prey to the challenge. This effect lasts for 1 minute, or until you lose concentration, following the rules of concentration spells. While a target is under this effect, you can use an action to dance, rolling performance, and the target must use its reaction to dance in response. If your performance check is higher, it has disadvantage on its attacks and checks until the start of your next turn. If you beat its performance by 5 or more, it must make a constitution save against the check you rolled, and on a failure, is stunned until the start of your next turn. However, the same applies to you: If you lose the fail the check, you have disadvantage on attacks and checks until the end of your next turn, and if you fail by 5 or more, you are stunned until the end of your next turn.
Compelled Dance
Starting at 7th level, you become more affluent at bringing more dance into the hearts and minds of others. You can cast the Command spell at its lowest level without using a Spell Slot. When you do, the only command you can give is "Dance".
You can use this feature 3 times. You regain all uses when you finish a long rest.
You gain proficiency in the Performance Skill, if you did not have it already. Additionally, whenever you roll a performance check for a dance, you may add your dexterity modifier to it, as long as you are not wearing heavy armor.
You also gain proficiency in 3 musical instruments of your choice.
You also have advantage on performance checks if there is music playing.
Artful mastery
Starting at 15th level, you have mastered the ancient secrets of legendary dance masters. As long as you are not wearing heavy armor, you can use a bonus action to perform one of the following Dance Moves.
The Moonwalk: You move 10 feet in any direction. Opportunity attacks made against you during this movement automatically miss.
The Vogue: You can make an unarmed attack against a target within 5 feet of you. The damage for this attack equals 1d4+your Performance Modifier. You have advantage on this attack if the target is under the influence of your DANCE OFF! or Compelled Dance abilities, or if music is playing.
Pirouette: Your next attack this turn deals 1 additional die of the weapon's damage.
Shuffle: You gain +2 AC until the start of your next turn.
Paragon of Dance
Starting at level 20, as an action, you can begin the ultimate performance. For 1 minute, a piece of music of your choice fills the air within 30 feet of you. All creatures in that area have disadvantage on saves made to resist your spells and Channel Divinity.
You gain 1 additional use of Channel Divinity.
Whenever you use a Dance Move, you can allow up to 2 allies to make the same Dance Move as a reaction.
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