Jsk Dancer

Spellcasting
At 3rd level, you gain access to the Bard spell list, and these spells become Dancer spells for you. Your spellcasting ability for your Dancer spells is Charisma. Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
 * Cantrips Known: You learn three cantrips from the Bard spell list. You learn another Bard cantrip at 10th level.
 * Ritual Casting: As a Dancer, you can cast a spell as a ritual.
 * Spell Slots: The Dancer Spellcasting Table shows you how many spell slots you have. You regain any expended spell slots when you finish a long rest.
 * Spells Known: You know three spells from the Bard spell list. You learn more Bard spells as you gain levels with this archetype (see the Dancer Spellcasting Table).
 * Spellcasting Focus: You do not need a spellcasting focus for your Dancer spells.
 * Versatile Spells: When you finish a long rest, you can choose one Bard spell that you know and replace with with another Bard spell.

Spell Attack Modifier = your proficiency bonus + your Charisma modifier

Spelldancing
At 3rd level, you can cast spells by using your whole body as a spellcasting focus. When you do this, you do not need to provide any verbal components for a spell you cast, but it gains a somatic component if it doesn't have one already. In order to use this feature, you must be capable of freely moving and your speed cannot be 0.

If you use this feature on a spell that requires you to concentrate on it to maintain its Effect, then your concentration automatically ends if your speed is reduced to 0 or more than half of your limbs cannot be freely moved. This does come with a benefit, however, as spelldancing imbues small weapons with magic: while you are concentrating on a spell, any weapons you wield that have the light and thrown properties also gain the returning property. The returning property causes a thrown weapon to return to your hand after the Attack has been resolved.

Dance Partner
At 9th level, you can share your magic with another creature. When you cast a spell on yourself, you can choose one creature that you can see within 30 feet of you to also benefit from that spell. If the spell requires concentration, then you concentrate on both of the spell Effects at once, and both Effects are lost if your concentration ends.

Encore
At 13th level, when you cast a spell of 1st-level or higher, you also roll a d20. On a roll of 18, 19, or 20, you regain the spell slot that was expended to cast the spell. Additionally, whenever you finish a short rest, you regain one expended 1st-level spell slot.

Crescendo
At 17th level, each time you cast a spell of 1st-level or higher, you gain one Finale Point. When you have three Finale Points, you can use your Action to perform a crescendo, sending waves of brilliant magic in all directions. You can only perform a crescendo once per long rest, and you can choose which type of crescendo you perform:

Crimson Crescendo
All creatures of your choice must succeed on a Wisdom saving throw against your spell save DC. On a failed save, a creature takes 10d6 force damage, or half as much on a successful save.

Emerald Crescendo
All creatures of your choice gain 8d6 lost hit points.