2024 Version

Mirage Dancers are initiates of an esoteric desert tradition, where light and motion blur the boundary between the real and the imagined. Their training begins not with the blade, but with the body–learning to move as the dunes shift and the air shimmers, until every step becomes an act of deception. They weave subtle magic into their movement, bending light to mislead their enemies. In battle, Mirage Dancers favor curved blades, their fighting style resembling a ritualized dance, each motion flowing into the next with deliberate elegance. They circle their foes like desert winds, advancing and withdrawing in patterns that are difficult to predict.

Dancer’s Grace

Starting when you choose this archetype at 3rd level, you have proficiency in the Performance skill. Additionally, when you hit a target with a weapon attack using a Scimitar that isn’t a result of the light property, you have advantage on the next attack you make against the same target until the end of your next turn.

You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll if you move at least 10 feet while staying within 5 feet of the target before making the attack and you don’t have disadvantage on the attack roll.

Level 3: Mirage

When you take the Disengage action, you can give yourself the invisible condition until the start of your next turn and create an illusory duplicate of yourself that appears in your space and lasts for the duration. This effect ends early if you attack or cast a spell or lose concentration (as if you were concentrating on a spell).

The duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. Your invisibility ends early if the duplicate is destroyed.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a Short or Long Rest.

Level 9: Artful Maneuvers

You can take the Dodge action as a bonus action. You can use this feature a number of times equal to your Dexterity modifier, and you regain all expended uses when you finish a short rest.

Level 13: Swift Strike

Once per turn, after you make an Opportunity Attack, you can immediately make another Opportunity Attack of the light property with a different weapon you’re holding that is either a Dagger, a Light Hammer, a Sickle, or a Scimitar, as part of the same reaction.

Level 17: Dance Master

After a creature misses you with a melee attack, you can use your reaction to make an Opportunity Attack against that creature.

You can use this feature a number of times equal to your Dexterity modifier, and you regain all expended uses when you finish a short rest.

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