Base Class: Rogue
Dancers are known in every land and realm at the head of celebration and festival, but few have learned how to channel the art into magic as Bards do. For the few who do, magic clings to them and their allies in special ways that makes them a treasure to any party, be it one of battle or celebration.
Dancers often have high charisma, making them often found as leaders of communities, entertainers, or as spies. Groups of dancers thrive together and often learn their art by working together, so most dancers will have a group of people they started from.
Dance Partner
Starting at 3rd level, you can use a bonus action to choose a creature within 15 ft. of you, making them your dance partner.
Once per round, at any point before hearing the result, a allied dance partner within sight can add your CHA modifier to any d20 roll.
When your dance partner is not a ally, your sneak attack does not require a ally or advantage to work on that creature. You have advantage on skill checks against said creature and they cannot make attacks of opportunity against you.
You lose this bond if you make another creature your dance partner or if you end your turn more than 15 ft away from them while in initiative.
Flourishing Performance
When you choose this archetype at 3rd level, once per day, you can preform a dance that invigorates creatures who participate and watch. After preforming this dance for one minute, all creatures who watched and participated have their HP maximum increase equal to twice your charisma modifier until their next long rest.
Starting at 6th level, once per day you can use a action to cast Enthrall on all creatures within sight, requiring only somatic components and the DC being set by a performance check.
En Avant
Starting at 9th level, when your dance partner moves, you can use your reaction to move up to your movement speed. This movement does not provoke attacks of opportunity.
At the end of your turn in initiative you can choose to swap initiative with your dance partner. This takes effect at the start of the next round.
Rehearsed Moves
Starting at 13th level, you gain a new downtime activity, called rehearsals! During this downtime activity after spending a day with a ally, you unlock the ability to plan a attack utilizing each other's strengths to make it devastating. After completing this day of downtime you and that ally gain the ability to use the Rehearsed Move once. Doing the rehearsal downtime activity with another ally will cause you to forget the previous rehearsal.
After completing a rehearsal, while you share a dance partner bond, you can use a reaction at the start of their turn to expend the Rehearsed Move, doubling the damage they do on their turn, giving them advantage on all attack rolls and the first enemy they target with a spell has disadvantage on their saving throw for that spell . You cannot use a action on your next turn after using this ability.
Improvisation
When you reach 17th level, you have become a master of dance and can now adjust your art to any situation. Whenever your dance partner succeeds on a d20 roll you regain your reaction if it has been expended.
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