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Elemental Spiritdancer
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### Elemental Spiritdancer An elemental spiritdancer can feel the flow of the air around them, the earth beneath them, the fire and water inside and the storm far above them. They are eternally bound to the elements and thus feel them as an extension of their body. They channel intense elemental magic power against their foes while deftly stepping to the tune of their chosen element. As an elemental spiritdancer, you can hear and comprehend elemental spirits in a way few can. You have forged a deep bond with them, an eternal pact which grants you elemental power so long as you protect the elemental forces of your world. #### Bonus Language At 3rd level, you learn to speak, read and write Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants. You also learn to speak, read and write its dialects: Auran, Aquan, Ignan and Terran. #### Pact Magic When you reach 3rd level, you channel your elemental powers to cast spells. ***Cantrips.*** You learn two cantrips of your choice from the elemental spiritdancer spell list. You learn an additional elemental spiritdancer cantrip of your choice at 10th level. ***Spell Slots.*** The Elemental Spiritdancer Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your elemental spiritdancer spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. \columnbreak ***Spells Known of 1st-Level and Higher.*** You know two 1st-level elemental spiritdancer spells of your choice. You also learn the *absorb elements* spell. This counts as an elemental spiritdancer spell for you but doesn't count against the number of elemental spiritdancer spells you know. This spell can’t be replaced when you gain a level in this class. The Spells Known column of the Elemental Spiritdancer Spellcasting table shows when you learn more elemental spiritdancer spells of 1st level or higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. Whenever you gain a level in this class, you can replace one of the elemental spiritdancer spells you know with another spell of your choice from the elemental spiritdancer spell list. The new spell must be of a level for which you have spell slots. ***Spellcasting Ability.*** Wisdom is your spellcasting ability for your elemental spiritdancer spells, since you channel your spells from the flow of the elements. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an elemental spiritdancer spell you cast and when making an attack roll with one.
**Spell Save DC** =
8 + your proficiency bonus +
your Wisdom modifier
**Spell attack modifier** =
your proficiency bonus +
your Wisdom modifier
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##### Elemental Spiritdancer Spellcasting | Fighter
Level | Cantrips
Known | Spells
known | Spell Slots | Slot Level | |:---:|:-----------:| :-----------:| :-----------:| :-----------:| | 3 | 2 | 2 | 1 | 1st | | 4 | 2 | 2 | 1 | 1st | | 5 | 2 | 3 | 1 | 1st | | 6 | 2 | 3 | 2 | 1st | | 7 | 2 | 4 | 2 | 2nd | | 8 | 2 | 4 | 2 | 2nd | | 9 | 2 | 5 | 2 | 2nd | | 10 | 3 | 5 | 2 | 2nd | | 11 | 3 | 6 | 2 | 2nd | | 12 | 3 | 6 | 2 | 2nd | | 13 | 3 | 7 | 2 | 3rd | | 14 | 3 | 7 | 2 | 3rd | | 15 | 3 | 8 | 2 | 3rd | | 16 | 3 | 8 | 2 | 3rd | | 17 | 3 | 9 | 2 | 3rd | | 18 | 3 | 9 | 2 | 3rd | | 19 | 3 | 10 | 2 | 3rd | | 20 | 3 | 10 | 2 | 3rd | #### Elemental Dances Beginning at 3rd level, when you expend an elemental spiritdancer spell slot to cast a spell of 1st level or higher as an action that is bound to a particular element (see the Elemental Spiritdancer spell list on page 5), you may begin an elemental dance as part of that action. The dance lasts for 1 minute, until you are incapacitated or end it as a bonus action. While dancing, you gain the benefits of the dance you have chosen. The dance you chose must be the dance of the same element which the spell you cast to begin the dance is bound to. For example, if you cast the *fog cloud* spell, you could begin the dance of air as part of that action and only the dance of air. You can only maintain one dance at a time and if you cast a spell while dancing that is bound to a different element, you may change to the new dance instead. The dances you may choose from, as well as their associated damage types, are as follows: ***Dance of Air.*** While maintaining this dance your jump distance is doubled and your walking speed increases by 10 feet. When moving out of a creature's reach, you do not provoke opportunity attacks if you have not attacked it this turn. ***Dance of Earth.*** When you begin this dance, you gain temporary hit points equal to your fighter level plus your Wisdom modifier. While maintaining this dance you have advantage on Strength saving throws. ***Dance of Fire.*** While maintaining this dance once on each of your turns, when you hit with a weapon attack, you may deal an additional 1d6 fire damage. ***Dance of Storms.*** While maintaining this dance, the first creature you hit with a weapon attack each turn cannot take reactions until the start of its next turn. ***Dance of Water.*** While maintaining this dance, the first creature you hit with a weapon attack each turn has disadvantage on its next attack roll against you until the end of its next turn. You also gain a swim speed equal to your walking speed. #### Elemental Ferocity At 7th level, when you are dancing your weapon attacks may deal the associated damage type of the dance you are currently dancing. The following damage types are associated with the following elemental dances: ***Air*** (thunder), ***Earth*** (bludgeoning), ***Fire*** (fire), ***Storms*** (lightning) and ***Water*** (cold). In addition, while you are dancing you gain resistance to the associated damage type of the dance you are currently dancing #### Song of the Elements At 10th level, you can hear the song of the elements flowing through you. Your dances are upgraded in the following ways: ***Dance of Air.*** You can take the Dash action as a bonus action on your turns. ***Dance of Earth.*** As a bonus action on your turn, you may gain temporary hit points equal to your Wisdom modifier. If you already have temporary hit points granted by your Dance of Earth, you may add these new temporary hit points to your existing total. ***Dance of Fire.*** Your extra fire damage increases to 1d8 (does not affect flourishes). ***Dance of Storms.*** When you take the Dash action on your turn, you can choose to teleport up to your speed instead of moving normally. ***Dance of Water.*** When a creature misses you with a melee attack while it has disadvantage on the attack roll, you can use your reaction to make a single melee attack against the creature. \pagebreak #### Elemental Flourish At 15th level, while dancing you can perform a flourish distinctive to your dance as a finishing touch. You may use a flourish once per dance and when you do, it ends the dance. You must perform the flourish for the type of dance you are currently dancing. The type of flourish depends on the dance you were performing prior to the flourish as follows: ***Dance of Air.*** You may use this flourish at the start of your turn and for the rest of your turn your walking speed is doubled and you gain a flying speed equal to your walking speed. At the end of your turn, you lose these benefits and your dance ends. ***Dance of Earth.*** You may use this flourish as a bonus action on your turn. When you do, you stomp the ground and each creature within 10 feet of you must succeed on a Strength saving throw against your spell save DC or fall prone and suffer 2d8 bludgeoning damage. On a success, a creature takes half as much damage and does not fall prone. ***Dance of Fire.*** You may use this flourish when you hit a creature with a weapon attack which deals fire damage. When you do, you deal an additional 4d6 fire damage. After using this flourish, your dance ends. ***Dance of Storms.*** You may use this flourish as a bonus action on your turn. When you do you teleport 30 feet to an unoccupied space you can see in a crack of lightning and each creature within 5 feet of the point you teleport to must succeed on a Dexterity saving throw against your spell save DC or take 2d10 lightning damage. After using this flourish, your dance ends. ***Dance of Water.*** You may use this flourish when you hit a creature with a weapon attack which deals cold damage. When you do, the creature must succeed on a Constitution saving throw against your spell save DC or be restrained until the end of its next turn. After using this flourish, your dance ends. #### Dance of the Heavens At 18th level, as an action you can begin the dance of the heavens which combines all the elements into a brilliant wave of heavenly light. You may gain the benefits of all your elemental dances simultaneously. While maintaining this dance, you cannot cast spells, cannot perform flourishes and gain no benefit from the *Elemental Ferocity* feature. Instead, your weapon attacks may deal radiant damage and you gain resistance to radiant damage while maintaining this dance. Once you use this action, you can’t use it again until you finish a long rest, unless you expend your elemental arcanum to do so again. #### Elemental Arcanum At 19th level, your bond forged with the spirits of the elements is at its strongest. Choose one 4th-level spell from the elemental spiritdancer spell list as your elemental arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. When you gain a level in this class, you can replace the spell chosen as your elemental arcanum with another spell of the appropriate level from the elemental spiritdancer spell list. \columnbreak
You may cast the *elemental bane* spell using your elemental arcanum. When you do so, you may begin a dance of any of the five elements as if you had cast a spell associated with that element.
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##### Elemental Spiritdancer Created by /u/CrossOut_
**Artist Credit**
Cover: Allie Briggs @AllieBriggsArt — Legend of The Five Rings - Phoenix Shugenja
Page 2: Amelie Hutt — Fire and Earth Covers
Page 3: CHA WAK — Demon Slayer - Tanjiro Kamado
Page 4: InHyuk Lee — Boruto - Sasuke Uchiha
### Elemental Spiritdancer Spell List When an elemental spiritdancer learns a spell, they may learn spells from the following list. This spell list is divided first into level and then into bound element. If a spell is bound to a particular element then casting that spell, if it requires an action, will allow you to begin the dance of that particular element. For instance, flaming sphere is bound to fire since it is under the fire list. This spell list includes spells from Kibble's Generic Spells which are marked with the superscript
KGS
. I have included spells at every level which can be used to trigger a dance of any particular element but to expand on this limited list, I have also included spells from this resource. I highly recommend these spells and Kibblestasty has done a very good job at balancing them. If you want to read these spells, search Kibbles' Generic Spells on google, GMBinder or have a look at Kibblestasty's Patreon. ##### Cantrips (0 Level) Control Flames Create Bonfire Firebolt Frostbite Gust Lightning Lure Mold Earth Produce Flame Ray of Frost Shape Water Shocking Grasp Thunderclap ##### 1st Level ***Air*** Feather Fall Fog Cloud Gale Bolt
KGS
***Earth*** Earth Tremor Stone Fist
KGS
***Fire*** Burning Hands Hellish Rebuke ***Storm*** Lightning Tendril
KGS
Thunderwave Witch Bolt ***Water*** Armor of Agathys Create or Destroy Water Frost Fingers Ice Knife ##### 2nd Level ***Air*** Gust of Wind Invisibility Levitate Warding Wind
***Earth*** Earth Ripple
KGS
Maximillian's Earthen Grasp ***Fire*** Agnazzar's Scorcher Continual Flame Flame Blade Flaming Sphere Pyrotechnics Scorching Ray ***Storm*** Crackle
KGS
Lightning Charged
KGS
Shatter Skywrite ***Water*** Dancing Wave
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Snilloc's Snowball Swarm ##### 3rd Level ***Air*** Fly Gaseous Form Vortex Blast Wind Wall ***Earth*** Erupting Earth Meld into Stone Wall of Sand ***Fire*** Fireball Melf's Minute Meteors ***Storm*** Electrocute
KGS
Call Lightning Lightning Bolt Thunder Step
***Water*** Create Food and Water Sleet Storm Tidal Wave Wall of Water Water Walk ##### 4th Level ***Air*** Aero Barrage
KGS
Greater Invisibility ***Earth*** Orbital Stones
KGS
Stone Shape Stoneskin ***Fire*** Fire Shield Wall of Fire ***Storm*** Jumping Jolt
KGS
Storm Sphere ***Water*** Control Water Ice Storm Watery Sphere
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Master the Elements
Embrace the elements with this fighter martial archetype. Balance is, as always, a difficult thing to get right, even when we get to playtest. As such, I am always looking for improvement so if you've ever played any of my creations, feel free to contact me to say if it went great or if something was amiss at u/CrossOut_ on reddit.
A huge thank you to all my followers and Patreon supporters. You're the best and inspire me to make better and better homebrew.
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