TEXT: A MUSICAL SUBCLASS FOR ROGUE
  BY KAI LINDER
  
  ROGUISH ARCHETYPE: DANCER
  INTRODUCTION
  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 utilise
  the momentum of your dancing in combat. When you
  roll initiative, you gain a pool of momentum
  points.You start with zero momentum points, and can
  have up to a maximum of eight points at a time. Your
  move speed is increased 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 move your full move speed on a
  turn, and whenever you take the Dash action. You lose
  1 Momentum point when you end your turn having
  moved half your move speed or less on that turn. This
  is applied after any momentum gains from 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. You can expend 1 momentum point as a
  reaction to taking damage to instantly move up to 10
  feet. If you expend 1 additional momentum point, this
  movement does not provoke opportunity attacks.
  Spin. You can expend 1 momentum point as a bonus
  action 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. You can expend 1 momentum point to take
  the Dodge action as a bonus action.
  PRANCER
  At 9th level, your elegant movement translate into
  dazzling leaps. Your jump distance is doubled, and is
  determined by your Dexterity score instead of your
  Strength score.
  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 step up or down in
  initiative order. Instead of moving yourself, you can
  expend 1 momentum point to move a friendly creature
  within 5 feet of you one step 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.
  
  FEAT
  DANCER
  You are a practiced dancer, and know how to use your
  skills in combat. You gain the following benefits:
  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain proficiency in Performance.
  • You can take the Disengage action as a bonus action if
  you have moved at least half your move speed this turn.
  MAGIC ITEMS
  BOOTS OF MUSICAL MOVEMENT
  Wondrous item, rare (requires attunement)
  These bright red boots are surprisingly light and
  springy.
  You can magically create instrumental music by
  tapping your feet on the ground as an action. The
  music can be heard out to a range of 60 feet and ends
  after 5 minutes.
  You can use an action to cast the teleport spell by
  clicking the boot’s heels together and saying your
  desired destination aloud. You can only teleport to a
  place you have physically been before. Once you have
  used the boots to teleport in this way, you must finish a
  long rest before you can do so again.
  DANCER’S RAZOR-RIBBONS
  Weapon, uncommon
  A matching pair of metal rings with thin brightly-
  coloured ribbons attached, used by dancers to add extra
  flourish to their performances. This set of ribbons have
  been specially enchanted for battle, with razor-sharp
  edges to the ribbons.
  You gain a +1 bonus to attack and damage rolls made
  with this weapon. They are melee weapons that each
  weigh 2 lbs, deal 1d4 slashing damage, and have the
  light, finesse, and reach properties. You are proficient
  with razor-ribbons if you have proficiency in the
  Performance skill.
  Dramatic Flare. You can add a d4 to Performance
  checks you make while holding these weapons.
  Deadly Flourish. You can use an action to twirl the
  razor ribbons around you. Each creature within 10 feet
  of you must make a Dexterity saving throw (DC8 +
  your proficiency bonus + your Dexterity bonus), taking
  2d4 slashing damage for each razor-ribbon you are
  wielding on a failed save, or half as much damage on a
  success.
  DANCING SHOES (CURSED)
  Wondrous item, rare
  These dancing shoes give a constant magical glitter.
  While wearing them, you can cast enthrall at-will (DC
  15), and you add double your proficiency bonus to your
  Performance checks.
  Curse. This item is cursed. Putting the shoes on curses
  you until you are targeted by a remove curse spell or
  similar magic. As long as you remain cursed, you are
  forced to dance. Your speed is halved, you cannot gain
  the benefits of a rest, and you have disadvantage on
  Dexterity saving throws and attack rolls.
  GLOW-UP SLIPPERS
  Wondrous item, uncommon (requires attunement)
  Elegant glass slippers that are always sparkling clean.
  You can use a bonus action to change your hairstyle
  and the style, color, and apparent quality of the clothes
  you are wearing. The weight of the clothes doesn’t
  change, and the shoes cannot change their own form or
  appearance. The clothes can only be changed to a form
  that would be suitable for an elegant, formal, or high
  society occasion.
  Any changes made be the slippers last until midnight,
  or if a shoe is removed. When the effect ends, any
  changes made by the slippers fade over the course of 1
  minute. The slippers cannot be used again until the
  following evening.
  CREDITS
  Cover Art: Kredinca (Twitter: @Lost_Krendel)
  Cover Layout: Bethany Bracken
  (Twitter: @BethanyDnD)
  Interior Art: Brandon Chang Art
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and
  their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such
  material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2018�2020 by Kai Linder and
  published under the Community Content Agreement for Dungeon Masters Guild.
  She smiled as she spun, her pink dress whirling about her. All
  eyes should have been on her, but were focused instead on a three
  armoured men bursting into the ballroom, bellowing and
  charging the Prince, her dance partner. How rude!
  She spun the Prince away then sprung over the lunging
  assassin’s shoulder and buried a hidden blade in an armor joint,
  landing in a roll and dashing after the others. ‘Might as well
  give them a proper show’ she smiled, leaping into another spin.
  STYLES OF THE DANCER
  Dance comes in many forms accompanied by a wide
  variety of music. Here are some varied examples:
  Ballroom: https://bit.ly/347xdSp
  Capoeira: https://bit.ly/3keT1RJ
  Chinese Sword Dance: https://bit.ly/3lZ9OZt
  Interpretive: https://bit.ly/2T992gd
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Suppliment/A Musical Subclass for Rogues - The Dancer.pdf