Base Class: Fighter
To align one's very self with the primordial elements; to become one with scorching flames, rolling waves, tempestuous winds and robust earth — such is the way of Primordial Dancers. These mystics study the elemental planes and learn how to channel primordial elements in battle by embodying them through special dances.
Primordial Attunement
Beginning when you choose this archetype at 3rd level, you’ve gathered the knowledge required for a primordial dancer. You learn how to speak, read and write Primordial. In addition, you gain proficiency in the Intelligence (Arcana) and Intelligence (Nature) skills.
Dance of the Elements
Also at 3rd level, you’ve learnt how to harness primordial energy through precise and rhythmic movement. As a bonus action while wielding a melee weapon, you can begin an elemental dance which lasts for 1 minute, until you are incapacitated, or until you choose to end it (requires no action by you). For the duration, you gain certain special effects and all melee weapon attacks you make deal additional damage equal to your Elemental Die, which is represented by 1d4. The special effects you gain and the damage type of your Elemental Die is determined by your chosen dance:
Dance of Frigid Seas. Your Elemental Die deals cold damage and whenever you hit a creature, the creature’s speed is reduced by 10 feet until the beginning of your next turn. A single creature cannot suffer this reduction more than once per turn.
Dance of Roiling Flames. Your Elemental Die deals fire damage and your weapon emits bright light in a 15-foot radius and dim light for an additional 15 feet. In addition, any flammable object you hit ignites if it isn't being worn or carried.
Dance of Howling Winds. Your Elemental Die deals thunder damage and once per turn when you hit a creature, you can choose to knock the creature 10 feet in a direction of your choice.
Dance of Rumbling Earth. Your Elemental Die deals bludgeoning damage and you cannot be knocked prone or moved against will.
Your Elemental Die increases in size to 1d6 at 7th-level and to 1d8 at 11th-level.
You can use this feature twice per long rest.
Elemental Flourish
At 7th level, you can unleash gathered primordial energy in powerful finishers. As an action while your Dance of the Elements feature is active, you can choose to immediately end it to produce a special effect determined by the active dance:
Dance of Frigid Seas. You swing your weapon in a wide arc, conjuring forth a wave of ice cold water in a 30-foot cone originating from you. Each creature in the area must make a Constitution saving throw against a DC of 8 + your proficiency bonus + your Wisdom modifier. On a failed save, a creature takes cold damage equal to three rolls of your Elemental Die and is pushed 10 feet back. On a successful save, a creature takes half damage and suffers no other effects.
Dance of Roiling Flames. You slam your weapon into the ground, causing spouts of flame to appear in a number of spaces you can see within 30 feet of you equal to your Wisdom modifier. Any creature standing within one of the chosen spaces must make a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Wisdom modifier. On a failed save, a creature takes fire damage equal to three rolls of your Elemental Die. On a successful save, a creature takes half damage.
Dance of Howling Winds. You twirl your weapon, causing powerful winds to blow around you for the next minute, or until you are killed. For the duration, the area in a 15-foot radius centered on you becomes difficult terrain, ranged attack rolls made against you have disadvantage and any creature that begins its turn within the area must make a Strength saving throw against a DC of 8 + your proficiency bonus + your Wisdom modifier. On a failed save, a creature is pushed to an unoccupied space outside the radius.
Dance of Rumbling Earth. You thrust your weapon into the ground, sending powerful tremors into the ground in a 15-foot radius centered on you for 1 minute, or until you are killed. Any creature that moves into the area, or begins its turn within it, must make a Strength saving throw against a DC of 8 + your proficiency bonus + your Wisdom modifier. On a failed save, a creature takes bludgeoning damage equal to three rolls of your Elemental Die and is knocked prone. On a successful save, a creature takes half damage and suffers no other effects. Objects and structures within the area take double damage from this feature.
An ongoing Elemental Flourish ends early if you use your Dance of the Elements feature to begin a new dance.
Dancer's Ward
At 10th level, the elements you summon can shield you and those around you. While your Dance of the Elements feature is active, you gain resistance to the damage type dealt by your chosen dance. In addition, creatures of your choice within 5 feet of you also gain this resistance while your Dance of the Elements feature is active.
Primordial Rotation
Also at 10th level, you’ve learnt how to weave energy together to rapidly change the elements you channel when you dance. As a bonus action while your Dance of the Elements feature is active, you can move up to 15 feet in a direction of your choice, without provoking attacks of opportunity, and immediately change your current dance.
You can use this feature once per short rest.
Improved Dance
At 15th level, you’ve discovered ways to enhance and empower the primordial energies you channel through your dances. The dances described in your Dance of the Elements feature improve in the following ways:
Dance of Frigid Seas. You can breathe underwater and gain a swim speed equal to your walking speed.
Dance of Roiling Flames. Once per turn when you hit a creature, you can choose to light it on fire. For the next 1 minute, the creature takes fire damage equal to one roll of your Elemental Die at the beginning of each of its turns. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends early.
Dance of Howling Winds. You gain a flying speed equal to your walking speed and can hover.
Dance of Rumbling Earth. You gain 30 feet of tremorsense.
Elemental Virtuoso
At 18th level, you’ve mastered the ways of a primordial dancer. You gain the following benefits:
Refined Ward. While your Dance of the Elements feature is active, you gain immunity to the damage type dealt by your chosen dance. In addition, the range of your Dancer’s Ward feature increases to 10 feet.
Master Dancer. Once per usage of your Dance of the Elements feature, you can use your Elemental Flourish feature without ending the dance.
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