Elemental dancer (5e Class)

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Elemental dancer[edit]

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

A 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 dead.

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

Free spirits[edit]

Creating a Elemental dancer[edit]

elven%20bladedancer.jpg
A dancer

When making a 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 pick will be clear.

Quick Build

You can make a 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: Finesse weapons, Simple weapons
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 short swords 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
Features Cantrips Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Unarmored defense, Quick dance, Elemental dance style 2 0
2nd +2 Fighting style, Elemental reflection 2 2 2
3rd +2 Performers, Elemental dance style 2 3 3
4th +2 Ability Score Improvement 2 3 3
5th +3 Elemental dance style, Extra attack 3 5 4 2
6th +3 Retort 3 5 4 2
7th +3 Charismatic strikes 3 6 4 3
8th +3 Ability Score Improvement 3 6 4 3
9th +4 Elemental dance style 4 8 4 3 2
10th +4 Cleave 4 8 4 3 2
11th +4 4 9 4 3 3
12th +4 Ability Score Improvement 4 9 4 3 3
13th +5 Compelled dance 5 10 4 3 3 1
14th +5 Elemental dance style 5 10 4 3 3 1
15th +5 Blur 5 11 4 3 3 2
16th +5 Ability Score Improvement 5 11 4 3 3 2
17th +6 6 13 4 3 3 3 1
18th +6 Elemental dance style 6 13 4 3 3 3 1
19th +6 Ability Score Improvement 6 15 4 3 3 3 2
20th +6 Dance master 6 15 4 3 3 3 2

Spellcasting[edit]

Starting at 1st level you know 2 cantrips of your choice that ether are of the element associated with your subclass or from the wizard spell list.

DC spell save = 8 + charisma mod + proficiency bonus
Spell attack modifier = + proficiency bonus + charisma mod
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 Elemental dancer chart shows when you learn more spells.

Conditional casting

You must be dancing to cast spells.

Effects

Your subclass determines what special effect you have.

Unarmored defense[edit]

When unarmored your AC equals 10 + Charisma mod + Dexterity mod.

At later levels

Starting at 3rd level, When unarmored if you are hit by an attack you can roll a Performance and if you beat a DC save of 15 + Charisma mod + Dexterity mod, you can make an attack against them.

Quick dance[edit]

When combat starts, You can use your reaction to start dancing.

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, 9th, 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.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

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.

Elemental reflection[edit]

Starting at 2nd level, When a attacker damages you, deal damage equal to your charisma mod. This damage is dealt as the type associated with your subclass. You must be dancing to use this feature.

At later levels

Starting at 5th level deal additional damage equal to your proficiency bonus.

Performers[edit]

Starting at 3rd level, You can roll Performance instead of an attack roll when taking the attack action on your turn.

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 make an extra attack every turn this amount increases to three at 11th level. You must be dancing to use this feature.

Retort[edit]

Starting at 6th level, When you are hit by an attack from a creature within 30ft. Make an attack roll against the attacker. If you succeed deal 1d6 damage of the type associated with your subclass.

At later levels

Increase the damage by 1d6 at 10th and again at 14th and 18th levels. (2d6 at 10th, 3d6 at 14th, 4d6 at 18th.)

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.

Cleave[edit]

Starting at 10th level, When you hit a creature with an attack deal half damage to an adjacent creature.

Compelled dance[edit]

Starting at 13th level, You can point at a creature and force it to dance with a DC spell save. If it fails it starts dancing and takes 1d4 + charisma mod damage, every turn for a number of turns equal to your charisma mod. As its action it can attempt to dispel Compelled dance early, with a DC spell save. You can use this feature a number of time equal to your charisma mod, before needing to take a long rest. The damage is dealt as the type associated with your subclass.

Blur[edit]

Starting at 15th level, When you are dancing copies of yourself will appear dancing with you giving disadvantage to all attackers.

Dance master[edit]

Starting at 20th level, You gain one of the following Benefits.

  • Your damaging spells add 2 flame counters, if you already use flame counters add 4 flame counters instead. At the start of a creatures turn it takes damage equal to the number of flame counters. These flame counters can be removed as an action.
  • Your damaging spells slow creatures 10ft on hit per spell level for one turn, if you already slow enemies slow them 20ft per spell level instead. If a creatures speed is reduced to zero them become immobilized. an immobilized creature can not take any actions.
  • Your damaging spells deal extra damage equal to twice your charisma mod and prevent healing until your next turn, if you already prevent healing deal extra damage equal to your four times your charisma mod.
  • When you cast a spell you or an ally can regain hit points equal to four times the level of the spell, If you would already heal a creature heal six times instead. Cantrips do not give any healing.
  • Whenever you cast a spell gain two wind counters if you would already gain wind counters gain four wind counters instead. For each wind counter gain 5ft of movement. Wind counters decay after 1 hour.
  • Whenever you cast a spell gain two earth counters if you would already gain earth counters gain four earth counters instead. You can choose the expend any number a earth counters to gain a number of AC for one turn equal to half the amount spent. You can not increase your AC above 30 this way.

Flaming dance style[edit]


These dancers express there inner flame through dancing.

Spellcasting effect[edit]

Starting at 1st level, Your damaging spells add one flame counter to creatures. At the start of a creatures turn it takes fire damage equal to the number of flame counters on it. These flame counters can be removed as an action.

War magic dance[edit]

Starting at 3rd level, When you take the Attack action on your turn you can cast a cantrip as a bonus action.

Alchemic flames[edit]

Starting at 5th level, you can give your spells an extra attribute. (you can only pick one) your damaging spells also will ignite creatures dealing 1d4 + charisma mod damage for a number of turns equal to your charisma mod.

Poison

Deal an extra 1d4 poison damage each turn, for charisma mod turns when a spell damages a creature.

Necrotic

Leach half the damage dealt by spells as temporary hit points.

Radiant

Cast bright light for 60ft for 1 turn after every cast, and turn undead.

Force

Deal an extra 1d6 force damage with spells, and knock back creatures 5ft on hit.

Improved war magic dance[edit]

Starting at 9th level, When you take the attack action on your turn you can cast a spell up to the first level as a bonus action.

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

Flame bowl[edit]

Starting at 18th level, You can transform the area in a 60ft cube around yourself into a land of fire, all creatures other than you inside it take 10d6 fire damage at the start of their turns. Flame bowl lasts 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.

Ice dance style[edit]


These dancers express chilling numbness through dancing.

Spellcasting effect[edit]

Starting at 1st level, Your spells slow creatures by 5ft per spell level for one turn, creatures that have their speed reduced to zero they become immobilized. 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

Deal an extra 1d4 poison damage each turn, for charisma mod turns when a spell damages a creature.

Necrotic

Leach half the damage dealt by spells as temporary hit points.

Radiant

Cast bright light for 60ft for 1 turn after every cast, and turn undead.

Force

Deal an extra 1d6 force damage with spells, and knock back creatures 5ft on hit.

War magic dance[edit]

Starting at 9th level, When you make an attack you can cast a cantip 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 power of death through dancing.

Spellcasting effect[edit]

Starting at 1st level, Your damaging spells deal additional damage equal to your charisma mod 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 for 60ft after every cast if you already have darkvision this bonus it is added on to it.

Poison

Deal an extra 1d4 poison damage each turn, for charisma mod turns when a spell damages a creature.

Necrotic

Leach half the damage dealt by spells as temporary hit points.

Radiant

Cast bright light for 60ft for 1 turn after every cast, and turn undead.

Force

Deal an extra 1d6 force damage with spells, and knock back creatures 5ft on hit.

Zombifing dance[edit]

Starting at 9th 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.

Spellcasting effect[edit]

Starting at 1st level, Whenever you cast a spell you or an ally regains hit points equal to twice the level of the spell. Cantrips do not give any healing.

Healing arua[edit]

Starting at 3rd level, All creatures within 10ft of you are healed for your charisma mod every turn.

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 after every cast.

Poison

Deal an extra 1d4 poison damage each turn, for charisma mod turns when a spell damages a creature.

Necrotic

Leach half the damage dealt by spells as temporary hit points.

Radiant

Cast bright light for 60ft for 1 turn after every cast, and turn undead.

Force

Deal an extra 1d6 force damage with spells, and knock back creatures 5ft on hit.

Cure wounds[edit]

Starting at 9th level, You can cast cure wounds a number of times equal to your charisma mod before needing to take a long rest.

Dance of the angle[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 freedom through dance.

Spellcasting effect[edit]

Starting at 1st level, When ever 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.

Gale[edit]

Starting at 3rd level, You can expend any number of wind counters and deal 1d4 force damage for each expended 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 after each cast.

Poison

Deal an extra 1d4 poison damage each turn, for charisma mod turns when a spell damages a creature.

Necrotic

Leach half the damage dealt by spells as temporary hit points.

Radiant

Cast bright light for 60ft for 1 turn after every cast, and turn undead.

Force

Deal an extra 1d6 force damage with spells, and knock back creatures 5ft on hit.

War magic dance[edit]

Starting at 9th level, When you make an attack you can cast a cantip 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.

Spellcasting effect[edit]

Starting at 1st level, Whenever you cast a spell you gain 1 earth counter. 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 spent rounded down. You can not 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 minor action.

Alchemic force[edit]

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

Poison

Deal an extra 1d4 poison damage each turn, for charisma mod turns when a spell damages a creature.

Necrotic

Leach half the damage dealt by spells as temporary hit points.

Radiant

Cast bright light for 60ft for 1 turn after every cast, and turn undead.

Force

Deal an extra 1d6 force damage with spells, and knock back creatures 5ft on hit.

War magic dance[edit]

Starting at 9th level, When you make an attack you can cast a cantip as a bonus action.

Dance of the earth[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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