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 relishing her success - Connor's Campaigns Bladedancer Class.

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, Charisma should be your highest ability score, followed by Dexterity. 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, Martial Finesse Weapons.
Tools: Disguise kit, Poisoners' kit
Saving Throws: Dexterity, Charisma
Skills: Choose three from Arcana, Sleight of hand, Stealth, Intimidation, 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, Trained Dancer, Elemental Reflection 2
3rd +2 2 3 Performance, Elemental Dance Style, Beguiling Attacker 3
4th +2 2 3 Ability Score Improvement 3
5th +3 3 5 Elemental Dance Style, Extra Attack, Elemental Reflection Improvement 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, Dancer's Constitution 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 1st 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 and does not have to be of your element.

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.

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. You can't use a shield and benefit from this feature.

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.

Elemental dance style[edit]

At 1st level, you chose a Elemental dance. Choose between Phoenix Wing style, Snow Queen style, Wandering Reaper style, Radiant Dawn 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.

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

  • You have advantage on Dexterity checks and Dexterity saving throws.
  • 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.

Fighting style[edit]

Starting at 2nd level, choose one of the following fighting styles. You can only choose one.

Archery.

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting.

You have blind sight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Arcane Warrior.

You learn two cantrips of your choice from the Wizard spell list. They count as elemental dancer spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Wizard spell list.

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.

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.

Two-Weapon Fighting.

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

Close Quarters Shooter.

When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

Mariner.

As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.

Unarmed Fighting.

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

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.

Elemental Reflection[edit]

At 2nd level, You become more attuned to the magic of nature, as a result your movements and equipment begin to reflect the elements within them. At the end of a long rest you may touch one weapon and create a magical bond between yourself it. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand in a burst of your element. You may use the weapon as a spellcasting focus for your spells and you can perform the somatic components of spells even when you have the weapon in one or both hands.

Additionally,The weapon also becomes magical, if it isn't already.

At 5th level, whenever you cast a spell of 1st level or higher, you can imbue your bonded weapon with elemental magic until the end of your next turn. When you make an attack with an imbued weapon and hit, the target takes an additional 1d4 damage per level of the spell you cast. This damage is the damage type associated with your Elemental Dance Style.

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.

Performance[edit]

Starting at 3rd level, when you reduce a creature's hitpoints to 0 you can choose to finish them with a dazzling flourish. Creatures of your choice who can see you within 10 feet of you must make a Wisdom Saving throw or take 1d4 psychic damage and subtract 1d4 from the next saving throw, or weapon attack it makes before the end of your next turn. You may use this feature a number of times equal to your Charisma modifier. You regain all uses of this feature after a long rest.

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, Twice 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 your 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, on ability checks and saving throws to avoid being knocked prone, grappled, restrained, or otherwise moved against your will. 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.

Phoenix Wing 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; Examples of such an object include 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 deal fire damage, you may add your Charisma modifier to the damage roll.

Engulfing Flames[edit]

Starting at 5th level, when you use your action to cast a cantrip, you can make a weapon attack as a bonus action. You may use this in reverse, casting a cantrip as a bonus action should you make a weapon attack. Cantrips you cast in this way in this way may instead have their damage type changed to fire damage and when you roll damage for a spell you cast that deals Fire damage you can treat any 1 on a damage die as a 2. Fire damage you deal treats immunity as resistance and ignores resistance.

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 Firebird[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 regain use of this feature after a long rest.

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 d6 + 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.

Snow Queen Dance style[edit]


These dancers express the chilling numbness and the pure beauty of glittering ice 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.

Winter's Touch[edit]

Starting at 3rd level, When you hit a creature with a weapon attack or spell attack frost and ice spreads across their body. The reduction in speed from the Winter's dance feature increases by 5ft and may now also prevent the target from taking reactions until the end of it's next turn. Freezable items that are not worn or carried may be frozen by this effect. Additionally, if you choose to, a creature killed by this attack will become a frozen statue until it thaws.

Deep Chill[edit]

Starting at 5th level, you can give your spells an extra attribute. When a creature is damaged by a spell you cast, they must make a constitution saving throw. On a failed save, it can’t take a reaction until the end of its next turn. Additionally, the ice growing on creatures slowed by one of your spells grows colder. At the start of their next turn that creature must make a strength saving throw. On a failed save it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. You may apply this extra attribute a number of times per long rest equal to your Charisma modifier.

Entombing Frost[edit]

Starting at 11th level, when you use your action to make a weapon attack, you may cast a cantrip as a bonus action. Additionally, if the cantrip deals any other damage type than cold damage, you may change the damage type to cold. Additionally, you may use this in reverse, casting a cantrip as a bonus action should you make a weapon attack.

Dance of the Ice Fairy[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.

Wandering Reaper 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, When you hit with a melee attack the target you may choose to inflict corrupting rot on them. The target must succeed on a Constitution saving throw or gain the poisoned condition. Creatures with immunity to the poisoned condition instead only have advantage on saving throws made to resist. Creatures affected by this features take 1d4 necrotic damage every round for a number of rounds equal to your Charisma modifier. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A Remove Curse cast on the target ends this effect early. You may use this feature a number of times equal to your Proficiency bonus and you regain all uses of this feature at the end of a Short or Long rest.

Hollowing Decay[edit]

Starting at 5th level, you can give your spells an extra attribute. When spells cast while this attribute is active damages a creature, it takes an additional 1d4 necrotic damage and the caster gains a number of temporary hit points equal to the additional damage taken this way. the creature must then make a constitution saving throw. On a failed save, it must subtract 1d4 from the next saving throw it makes before the end of your next turn. You may apply this extra attribute a number of times per long rest equal to your Charisma modifier. Additionally, You also gain Darkvision out to 60ft, you may see through magical darkness with this feature.

Enshrouding Darkness[edit]

Starting at 11th level, when you use your action to make a weapon attack, you may cast a cantrip as a bonus action; you may use this in reverse, casting a cantrip as a bonus action should you make a weapon attack. Additionally, if you kill a humanoid using the Corrupting Rot feature, roll a d100 on a roll of 50 or higher that creature will reanimate as a zombie under your control. You may only have a number of zombies under your control equal to your charisma modifier and they last for 1 hour before once more falling dormant.

Dance of the Tomb Lord[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 Shroud[edit]

Starting at 18th level, Whenever you use your Elemental Dance feature you may choose to transform. Embodying the inevitable death of all living things and the fear of the unknown. You gain the following benefits while shrouded:

  • You gain temporary hit points equal to 1d6 + your elemental dancer level.
  • Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
  • You are immune to the frightened condition.
  • When you cast a necromancy spell that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.

Radiant Dawn 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. At the end of long rest, you may choose one attribute from the list below to apply to spells you cast. This attribute may not be changed again until you complete a long rest. Additionally, when you cast a spell of 1st level or higher you may choose to heal for 1/2 of your character level in hitpoints. You may use this feature a number of times per day equal to your charisma modifier. You regain all uses of this feature at the end of a long rest.

Poison

When spells cast while this attribute is active damages a creature, that creature takes an additional 1d4 poison damage, and it can’t regain hit points until the start of your next turn.

Radiant

You cast bright light for 30ft until the end of your next turn after every cast. Additionally, Undead hit by the spell also have disadvantage on attack rolls against you until the end of your next turn.

Force

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

Heavenly Garden[edit]

Starting at 11th level, when you use your action to make a weapon attack, you may use your bonus action to reach out and touch a creature. If the creature is unwilling you make a melee spell attack, and on a hit you deal 1d8 + your spell-casting modifier radiant damage. You may as part of the bonus action choose to instead heal a willing creature within 5 feet of you by 1d8 + your spell-casting modifier. You may use only heal a creature using this feature a number of times per long rest equal to your Charisma Modifier.

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. At the end of long rest, you may choose one attribute from the list below to apply to spells you cast. This attribute may not be changed again until you complete a long rest. Additionally you gain another 10 feet of movement and you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. This speed is not reduced when moving over difficult terrain.

Necrotic

When spells cast while this attribute is active damages a creature, half the damage dealt by the spell is Leeched 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 also have disadvantage on attack rolls against you until the end of your next turn.

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 of 1st level or higher, you gain a number of earth counters equal to half the spell's level rounded down (a minimum of 1). 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.

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 an earth elemental. You must be dancing to use this feature. You regain usage of this feature after a long rest.

Hall Of The Mountain Giant[edit]

At 18th level you gain the ability to cast the spell Temple of the Gods once per day without paying the material costs. Your temple is made of stone and gems and the altar in the center is replaced with a statue of yourself. While inside your temple your flesh becomes as hard as stone granting you resistance to nonmagical bludgeoning, piercing, and slashing damage. Additionally whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:

  • You grant it temporary hit points equal to 1d6 plus your Elemental Dancer level.
  • You end one effect on it causing it to be charmed or frightened.

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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