Elemental Dancer (5e Class)

Elemental dancer

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


Creating a Elemental dancer

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: 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 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

LevelProficiency
Bonus
CantripsSpells KnownFeatures—Spell Slots per Spell Level—
1st2nd3rd4th5th
1st+220Unarmored defense, Quick dance, Elemental dance style
2nd+222Fighting style, Elemental reflection2
3rd+223Performers, Elemental dance style3
4th+223Ability Score Improvement3
5th+335Elemental dance style, Extra attack42
6th+335Retort42
7th+336Charismatic strikes43
8th+336Ability Score Improvement43
9th+448432
10th+448Cleave432
11th+449Elemental dance style433
12th+449Ability Score Improvement433
13th+5510Compelled dance4331
14th+5510Elemental dance style4331
15th+5511Blur4332
16th+5511Ability Score Improvement4332
17th+661343331
18th+6613Elemental dance style43331
19th+6615Ability Score Improvement43332
20th+6615Dance master43332

Spellcasting

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

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

Quick Dance

You get advantage on initiative rolls and on the first turn of combat, you have advantage on attacks rolls against creatures who haven't attacked yet.

Elemental dance style

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

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

Starting at 2nd level, you double your proficiency bonus for two skills that you are proficient in from the Dancer Class and you gain an extra 10 ft of movement

Beguiling Attacker

Starting at 3rd level, You can use your charisma mod for weapon attack and damage rolls.

Ability Score Increase

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

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

Smooth Movements

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, you don't take opportunity attacks for the rest of that turn.

Dancer's Constitution

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

Reliable Talent

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

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

Starting at 15th level, once per long rest you can use an action to create copies of yourself they appear dancing with you and give disadvantage to all attackers, essentially casting blur.

Dance master

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

  • Your Charisma score increases by 4, to a maximum of 24
  • Your body no longer appears to age, and you cannot be aged magically, however you may still die of old age.
  • You can use an action to end one affect that is causing you to be charmed or frightened
  • When rolling your elemental class's damage, you can use your reaction to roll maximum damage a number of times equal to you charisma modifier

Flaming dance style


These dancers express their inner flame through dancing.

Fiery Dance

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

  • you learn the cantrips produce flame and control flame.
  • 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.

War magic dance

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

Burning Passion

Starting at 6th level, when you use your action to cast a cantrip, you can make a weapon attack as a bonus action

Dancer's Inner Flame

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

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

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

Ice dance style


These dancers express chilling numbness through dancing.

Spellcasting effect

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

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

Alchemic ice

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

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

Dance of the ice dancer

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

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


These dancers express the power of death through dancing.

Spellcasting effect

Starting at 1st level, Your damaging spells deal additional damage equal to your charisma mod and prevent healing until your next turn.

Corrupting rot

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

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

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

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

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


These dancers express love for life through dancing.

Spellcasting effect

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

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

Alchemic life

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

Starting at 11th 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 Angel

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

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


These dancers express freedom through dance.

Spellcasting effect

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

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

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

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

Dance of the wind

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

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


These dancers express firmness in life through dancing.

Spellcasting effect

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

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

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

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

Dance of the earth

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

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

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.



Back to Main Page 5e Homebrew Classes

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