Elemental Dancer (5e Class)

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Elemental Dancer[edit]

An elf is at a party when assassins burst in, in a flash of fire they are all dead.

An orc is on a mountain dancing, suddenly he is surrounded by wolves, in a moment they are all frozen.

A gnome is at a festival when a undead horde attacks. The gnome shining with bright light attacks, it is not long before they are all dead.

Something these people have in common is they are all Elemental dancers, whether it's with fire or ice, death or life, wind or earth. They all dance to express themselves.

Creating an Elemental dancer[edit]

elven%20bladedancer.jpg
A dancer

When making an Elemental Dancer, consider these questions, what led to your characters fascination with a particular element, how did he learn to dance? Was it a friend, a teacher, a family member? When you know your characters mentality, the subclass you should be clear to pick.

Quick Build

You can make an Elemental Dancer quickly by following these suggestions. First, dexterity should be your highest ability score, followed by charisma. Second, choose the entertainer background. Third, choose a whip, a poisoners kit and a thieves pack.

Class Features

As a Elemental dancer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Elemental dancer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Elemental dancer level after 1st

Proficiencies

Armor: None
Weapons: Simple Weapons, Rapiers, Shortswords, Scimitars, Whips
Tools: Disguise kit, Poisoners' kit
Saving Throws: Dexterity, Charisma
Skills: Choose three from Slight of hand, Stealth, Deception, Persuasion, Medicine, Acrobatics, and Performance

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A whip or (b) Two Shortswords or (c) Any Simple Weapon
  • (a) A Disguise Kit or (b) A Poisoners' Kit
  • (a) An Entertainers' Pack or (b) A Thieves' Pack
  • If you are using starting wealth, you have 5d4*10 in funds.

Table: The Elemental dancer

Level Proficiency
Bonus
Cantrips Spells Known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 2 0 Unarmored Defense, Quick Dance, Elemental Dance Style
2nd +2 2 2 Fighting Style, Elemental Reflection 2
3rd +2 2 3 Performers, Elemental Dance Style 3
4th +2 2 3 Ability Score Improvement 3
5th +3 3 5 Elemental Dance Style, Extra Attack 4 2
6th +3 3 5 Retort 4 2
7th +3 3 6 Charismatic Strikes, Smooth Movements 4 3
8th +3 3 6 Ability Score Improvement 4 3
9th +4 4 8 4 3 2
10th +4 4 8 Cleave 4 3 2
11th +4 4 9 Elemental Dance Style 4 3 3
12th +4 4 9 Ability Score Improvement 4 3 3
13th +5 5 10 Compelled Dance 4 3 3 1
14th +5 5 10 Elemental Dance Style 4 3 3 1
15th +5 5 11 Blur 4 3 3 2
16th +5 5 11 Ability Score Improvement 4 3 3 2
17th +6 6 13 4 3 3 3 1
18th +6 6 13 Elemental Dance Style 4 3 3 3 1
19th +6 6 15 Ability Score Improvement 4 3 3 3 2
20th +6 6 15 Dance Master 4 3 3 3 2

Spellcasting[edit]

At 2nd level, your dancing beguiles even nature itself, allowing you to draw upon it's power to cast spells.

Cantrips

At 1st level, you know 2 cantrips of your Elemental Dancer's damage type or any from the Wizard spell list. You learn additional Elemental Dancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Elemental Dancer table.

Spell Slots

The Elemental Dancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Elemental Dancer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

Spells of the first level and higher

Starting at 2nd level, you learn two 1st level spells of your choice from the wizard spell list or spells that are of your element. The Spells Known column of the Elemental Dancer table shows when you learn more Elemental Dancer spells of your choice. Each of these spells must be of a level for which you have spell slots.

Additionally, when you gain a level in this class, you can choose one of the Elemental Dancer spells you know and replace it with another spell from the Elemental Dancer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your Elemental Dancer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Elemental Dancer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Elemental Dancer spells.

Conditional casting

You must be dancing to cast spells.

Effects

Your Elemental Dance Style determines what special effect you have. Your choice grants you features at 3rd level and again at 5th, 11th, 14th, and 18th level.

Unarmored defense[edit]

Beginning at 1st level, while you are wearing no armor, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Quick Dance[edit]

You have learned to fall into the rhythm of dance at a moment's notice, the training granting you rapid reflexes and a keen eye. You have advantage on initiative rolls; Additionally, on the first turn of combat, you have advantage on attacks rolls made against creatures who haven't attacked yet. Dancing in combat is a free action.

As a bonus action, you may begin your Elemental Dance; while dancing, you gain the following benefits if you aren't wearing armor:

  • You have advantage on Dexterity checks and Dexterity saving throws.
  • You gain the ability to take a second reaction for the duration of your dance.
  • You have resistance to the damage type associated with your elemental dance style, additionally you may add your proficiency bonus to damage with spells you cast.

Your Elemental Dance lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your dance on your turn as a bonus action. You may use this feature a number of times per day equal to your proficiency bonus and you regain all uses of this feature during a long rest.

Elemental dance style[edit]

At 1st level, you chose a Elemental dance. Choose between Flaming style, Ice style, Necrotic style, Radiant style, Wind style, or Earth style, all are detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 5th, 11th, 14th, 18th levels.

Fighting style[edit]

Starting at second level, choose one of the following fighting styles. You can only choose one.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Trained Dancer[edit]

Starting at 2nd level, you double your proficiency bonus for two skills that you are proficient in from the Elemental Dancer skill list. Additionally, your deft footwork allows you to move more efficiently, gain an extra 10 ft of movement.

Beguiling Attacker[edit]

Starting at 3rd level, You may use your charisma modifier in place of your strength or dexterity modifier for the sake of calculating weapon attack and damage rolls.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra attack[edit]

At 5th level, you can attack twice instead of once when you take the attack action.

Retort[edit]

Starting at 6th level, Once per short rest when you are hit by an attack from a creature within 30ft you can use your reaction to make an ranged spell attack roll against the attacker. If you succeed deal 1d6 damage of the type associated with your subclass. You regain all uses of this feature on a short or long rest.

At later levels

You gain another use of this feature at 10th, 14th,and 18th level.

Charismatic strikes[edit]

Starting at 7th level, Add your charisma modifier as damage to any weapon attacks you make. The damage is dealt as the type associated with you subclass.

Smooth Movements[edit]

Starting at 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. In addition to that, when you make a melee attack against a creature on your turn, opportunity attacks against you are rolled at disadvantage until the end of your turn.

Dancer's Constitution[edit]

Starting at 10th level, you gain immunity to your elemental subclass's damage (i.e Fire damage for fire dancer). In addition to this, you have advantage on saving throws and ability score checks against effects that knock you prone. In the event that you are knocked prone, standing up only takes 5 feet of movement.

Reliable Talent[edit]

By 11th level, you have refined your chosen Skills until they approach perfection. 3 times per day whenever you make an ability check that lets you add your Proficiency Bonus, you can treat a d20 roll of 9 or lower as a 10.

Compelled dance[edit]

Starting at 13th level, You can point at a creature and force it to dance. The creature must make a Charisma saving throw against your spell save DC. If it fails it starts dancing and takes 1d4 + charisma modifier damage at the beginning of each of it's turn every turn for a number of turns equal to your charisma modifier. On it's turn it may use it's action to attempt to dispel Compelled Dance early by making an additional Charisma saving throw. You can use this feature a number of times per day equal to your charisma modifier before needing to take a long rest. The damage is dealt as the type associated with your subclass.

Blur[edit]

Starting at 15th level, once per long rest you may use your action to create illusory copies of yourself. These copies appear within your space and begin dancing, obscuring and obfuscating your actions as if you cast the spell Blur. This feature lasts up for up to 1 minute, or until dispelled as a free action.

Dance master[edit]

Starting at 20th level, you gain the following benefits:

  • Your Charisma score increases by 4, to a maximum of 24.
  • You can use an action to end one affect that is causing you to be charmed or frightened.
  • When rolling your Elemental Dance Style's damage type, you can use your reaction to deal maximum damage a number of times a day equal to you charisma modifier. You regain all uses of this feature after a long rest.

Flaming dance style[edit]


These dancers express the searing passion of flames through dancing.

Fiery Dance[edit]

Starting at 1st level, you gain the following abilities:

  • You learn the Produce Flame and Control Flame cantrips.
  • You gain the ability to start fires with your touch. As an action, you can magically ignite a flammable object with the touch of your hand-an object such as a torch, piece of tinder, or the hem of drapes.

Burning Passion[edit]

Starting at 3rd level, you imbue your strikes with your dancing magic. All weapon attacks may now deal fire damage instead of bludgeoning, piercing, or slashing. In addition to this, whenever you cast a spell that deals fire damage, you may add your Charisma modifier to the damage roll.

War Magic Dance[edit]

Starting at 5th level, when you use your action to cast a cantrip, you can make a weapon attack as a bonus action

Dancer's Inner Flame[edit]

Starting at 11th level, If you are reduced to 0 hit points, you can use your reaction to draw on the fire that fuels your dancing spirit. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your dancer level + your Charisma modifier. You can do this once per long rest.

Dance of the Flame dancer[edit]

Starting at 14th level, As a action regain a number of spell slots equal to 1/2 your level. You must be dancing to use this feature. You must finish a long rest to reuse this feature

Fiery Soul[edit]

At 18th level, any spell or effect you create that deals fire damage ignores resistance and treats immunity to fire damage as resistance to fire damage.

You can use your action to unleash the fiery passion within yourself, causing your eyes to burn like coals and streams of flame to swirl around your body. You gain an aura of fire. The aura extends 10 feet from you in every direction, but not through total cover, sheds bright light out to 15 feet and dim light an additional 15 feet. When this effect is activated, any creature of your choice who enters your aura or begins their turn within it takes fire damage equal to your Charisma modifier. Your transformation lasts for 1 minute or until you end it as a bonus action.

Additionally, while your transformation is active you may, you can deal extra fire damage to one target when you deal damage to it with an attack or a spell, once per turn. The extra fire damage equals your level.

Ice dance style[edit]


These dancers express chilling numbness through dancing.

Winter's Dance[edit]

Starting at 1st level you gain the following abilities

  • You learn the Ray of Frost and Shape Water Cantrips.
  • Your spells slow creatures by 5ft per spell level for one turn, creatures that have their speed reduced to zero must make a Constitution saving throw or become immobilized until the beginning of their next turn. Immobilized creatures can not take actions.

Slowing strikes[edit]

Starting at 3rd level, Your melee attacks slow creatures by 5ft for a number of turns equal to your charisma mod.

Alchemic Ice[edit]

Starting at 5th level, you can give your spells an extra attribute. (you can only pick one) You also slow creatures you hit with damaging spells by 10ft.

Poison

When spells cast while this attribute is active damages a creature, that creature becomes poisoned and is forced to take 1d4 poison damage at the end of each of their turns, for a number of turns equal to your charisma modifier.

Necrotic

When spells cast while this attribute is active damages a creature, half the damage dealt by the spell is Leached as temporary hit points.

Radiant

You cast bright light for 30ft until the end of your next turn after every cast. Additionally, undead hit by the spell under go the effects of turn undead.

Force

You add your charisma modifier in force damage with spells affected by this attribute, and knock back creatures 5ft on hit.

War Magic Dance[edit]

Starting at 11th level, When you make an attack you can cast a cantrip as a bonus action.

Dance of the Ice Dancer[edit]

Starting at 14th level, You gain a number of temporary hit points equal to 2d10 + 1/2 your level. You must be dancing to use this feature. You must finish a long rest to reuse this feature.

Ice Bowl[edit]

Starting at 18th level, You transform the ground in a 60ft sphere into difficult terrain, creatures that start their turn their take 10d6 cold damage and are slowed 15ft. you must be dancing to use this feature. You must finish a long rest to reuse this feature.

Necrotic dance style[edit]


These dancers express the frightening power of death and the somberness of the afterlife through dancing.

Reaper's Dance[edit]

Starting at 1st level you gain the following abilities:

  • You learn the Decompose and Toll The Dead Cantrips.
  • Your damaging spells deal additional damage equal to your Charisma modifier and prevent healing until your next turn.

Corrupting Rot[edit]

Starting at 3rd level, Your melee attacks have a 50/50 chance to add the poisoned status to creatures dealing 1d4 necrotic damage every turn for a number of turns equal to your charisma mod.

Alchemic Rot[edit]

Starting at 5th level, you can give your spells an extra attribute (you can only pick one). You also gain darkvision out to 30ft, if you already have darkvision this bonus it is added on to it.

Poison

When spells cast while this attribute is active damages a creature, that creature becomes poisoned and is forced to take 1d4 poison damage at the end of each of their turns, for a number of turns equal to your charisma modifier.

Necrotic

When spells cast while this attribute is active damages a creature, half the damage dealt by the spell is Leached as temporary hit points.

Radiant

You cast bright light for 30ft until the end of your next turn after every cast. Additionally, undead hit by the spell under go the effects of turn undead.

Force

You add your charisma modifier in force damage to spells affected by this attribute, and knock back creatures 5ft on hit.

Zombifiying dance[edit]

Starting at 11th level, when you kill a humanoid with necrotic damage, they will reanimate as a zombie under your control.

Dance of the Rot Mage[edit]

Starting at 14th level, You can cast reanimate dead a number of time equal to your charisma mod. You must be dancing to use this feature. You must finish a long rest to reuse this feature.

Necrotic Aura[edit]

Starting at 18th level, Every turn any creatures (including allies) within 10ft of you take necrotic damage equal to your charisma mod.

Radiant Dance style[edit]


These dancers express love for life through dancing.

Radiant Dance[edit]

Starting at 1st level, you gain the following abilities

  • You learn the Dancing Lights and Hand Of Radiance Cantrips.
  • Whenever you cast a spell, you or an ally who can see you regain a number of hit points equal to twice the level of the spell rounded up(Minimum 2). Cantrips do not give any healing.

Healing Aura[edit]

Starting at 3rd level, you can unleash a an aura positive energy to heal your allies and invigorate them. For up to 1 minute, All creatures you choose within 10ft of you are healed by a number of Hit Points equal to your Charisma modifier at the beginning of each of your turns. This effect ends if you are knocked unconscious, or killed. You may use this feature a number of times per day equal to your proficiency bonus.

Alchemic Life[edit]

Starting at 5th level, you can give your spells an extra attribute. (you can only pick one) you also heal for 1/2 of your character level in hitpoints when casting a spell a number of times a day equal to your charisma modifier. You regain all uses of this feature during a long rest.

Poison

When spells cast while this attribute is active damages a creature, that creature becomes poisoned and is forced to take 1d4 poison damage at the end of each of their turns, for a number of turns equal to your charisma modifier.

Necrotic

When spells cast while this attribute is active damages a creature, half the damage dealt by the spell is Leached as temporary hit points.

Radiant

You cast bright light for 30ft until the end of your next turn after every cast. Additionally, undead hit by the spell under go the effects of turn undead.

Force

You add your charisma modifier in force damage with spells affected by this attribute, and knock back creatures 5ft on hit.

Healing Touch[edit]

Starting at 11th level, You can cast Cure Wounds a number of times equal to your charisma modifier before needing to take a long rest.

Dance of the Angel[edit]

Starting at 14th level, You grant allied an extra amount of radiant damage equal to 2d10 for a number of turns equal to your charisma mod. You must be dancing to use this feature. You must finish a long rest to reuse this feature.

Divine light[edit]

Starting at 18th level, You transform the area around you in a 60ft sphere to be bright light and dim light for another 60ft turning undead for a number of turns equal to your charisma mod. You must be dancing to use this feature. You must finish a long rest to reuse this feature.

Wind Dance Style[edit]


These dancers express the freedom of the whistling winds and energy of the thundering storm through dance.

Zephyr Dance[edit]

Starting at 1st level, you gain the following abilities

  • You learn the Thunderclap and Gust Cantrips.
  • Whenever you cast a spell, gain a wind counter. You gain 5ft of movement speed for each wind counter. These wind counters decay after 1 hour and you may only have a number of wind counters equal to half your class level rounded up(minimum of 1).

Gale[edit]

Starting at 3rd level, You can expend any number of wind counters and deal 1d4 thunder damage for each expended wind counter as well as knock back creatures for 5ft per expended counter.

Alchemic Wind[edit]

Starting at 5th level, you can give your spells an extra attribute. (you can only pick one) You also gain 10ft of movement.

Poison

When spells cast while this attribute is active damages a creature, that creature becomes poisoned and is forced to take 1d4 poison damage at the end of each of their turns, for a number of turns equal to your charisma modifier.

Necrotic

When spells cast while this attribute is active damages a creature, half the damage dealt by the spell is Leached as temporary hit points.

Radiant

You cast bright light for 30ft until the end of your next turn after every cast. Additionally, undead hit by the spell under go the effects of turn undead.

Force

You add your charisma modifier in force damage with spells affected by this attribute, and knock back creatures 5ft on hit.

War Magic Dance[edit]

Starting at 11th level, When you make an attack you can cast a cantrip as a bonus action.

Dance of The Wind[edit]

Starting at 14th level, You and up to 8 other creatures gain 50ft movement speed for 1 minute. You must be dancing to use this feature. You must finish a short or long rest to reuse this feature.

Tornado[edit]

Starting at 18th level, Summon a tornado within 120ft of you, creatures within 60ft are pulled 30ft towards it every turn and take damage equal to a number of d6s equal to your current wind counters. You must be dancing to use this feature. You must finish a long rest to reuse this feature.

Earth Dance style[edit]


These dancers express firmness in life through dancing.

Nature's Dance[edit]

Starting at 1st level, you gain the following abilities:

  • You learn the Mold Earth and Acid Splash Cantrips.
  • Whenever you cast a spell, you gain 1 earth counter. These counters disappear after 1 hour and as a reaction, you can expend any number of earth counters to gain a bonus to AC for one turn equal to half the number of counters spent, rounded down. You cannot increase your AC over 30.

Earthen Wall[edit]

Starting at 3rd level, You can expend 10 earth points to cover a 15ft high by 15ft wide by 5ft deep space with a earth barrier as a reaction causing ranged attacks to fail. The Earthen wall has 40hp and you can dismiss it as a free action.

Alchemic Earth[edit]

Starting at 5th level, you can give your spells an extra attribute (you can only pick one). Additionally, when you deal damage with a spell, you may also choose to knock the creature back by 5ft.

Poison

When spells cast while this attribute is active damages a creature, that creature becomes poisoned and is forced to take 1d4 poison damage at the end of each of their turns, for a number of turns equal to your charisma modifier.

Necrotic

When spells cast while this attribute is active damages a creature, half the damage dealt by the spell is Leached as temporary hit points.

Radiant

You cast bright light for 30ft until the end of your next turn after every cast. Additionally, undead hit by the spell under go the effects of turn undead.

Force

You add your charisma modifier in force damage with spells affected by this attribute, and knock back creatures 5ft on hit.

War Magic Dance[edit]

Starting at 11th level, When you make an attack you can cast a cantrip as a bonus action.

Dance of The Earth Golem[edit]

Starting at 14th level, You can cast conjure elemental and summon a earth elemental. You must be dancing to use this feature. You must finish a long rest to reuse this feature.

Create Dungeon[edit]

Starting at 18th level, You can create a dungeon centered around a crystal of your choice representing an element you summon this crystal when using this feature and it dissipates after 2 hours of not being used to create a dungeon. Once placed the crystal can be moved to anywhere in your dungeon. It can not be moved while hostile creatures are in your dungeon and must be connected to your dungeon. If you crystal is destroyed the dungeon collapses. For more details go to the dungeon creation manual.

Multiclassing[edit]

A tie to the Elemental Dance style you choose

Prerequisites. To qualify for multiclassing into the Elemental Dancer class, you must meet these prerequisites: 13 Charisma, and 13 Dexterity

Proficiencies. When you multiclass into the Elemental Dancer class, you gain the following proficiencies: Finesse weapons, Performance.



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