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Elemental Warrior - Fighter Archetype


While many warriors hone their skills by practicing their fighting maneuvers, others strengthen their bond to the natural world. Elemental Warrior's have trained to harness the elements of the world as weapons and armor to aid them and their allies in battle.

Imbue Elements

Starting at 3rd Level you can imbue yourself and your equipment with elemental energy. You become proficient in the Arcana skill and gain the ability to use Arcane knowledge to aid you in battle. You have 3 uses of Imbue Elements and regain all expended uses when you finish a long or short rest.

When you Imbue Elements you choose an Imbuement to use. You learn 3 Imbuements when you choose this archetype at 3rd level.

When an Imbuement calls for you to make an attack that is not a weapon attack your attack modifier is your proficiency bonus + your attack bonus from the chart below. When an Imbuement calls for a creature to make a saving throw the DC is equal to the DC listed on the chart below.

Your Imbuements known, their attack modifier, and their DC increases as you gain levels in this class.

Level Imbuements Known Attack Bonus Imbuement DC
3 3 +3 13
7 5 +4 14
10 7 +5 15
15 9 +6 17
18 12 +7 19

Elemental Aura

Starting at 7th Level you can invoke an elemental aura for up to four hours requiring Concentration. Once you use this feature you cannot use it again until you finish a Long rest.

  • Warming Glow: You project a bright light in a 20ft radius and dim light in a 20ft radius beyond that. Creatures within 20ft of you are protected from extreme cold. This does not grant Resistance to the damage type, it only protects from natural cold (DMG 110)
  • Chilling Winds: Creatures within 20ft of you are protected from extreme heat, and all nonmagical fire in that radius is extinguished by icy winds if you so wish.
    This does not grant Resistance to the damage type, it only protects from natural heat (DMG 110)
  • Smooth Earth: You and all friendly creatures within 20ft of you cross nonmagical difficult terrain as if it were normal terrain.
  • Wind at Your Back: You and all friendly creatures within 60ft of you increase your travel speed by an additional 1 mile per hour and gain an additional 5ft walking speed. Additionally, you can make your clothing billow dramatically as a Bonus Action for one minute.
 

Elemental Bond

At 10th Level you can choose a signature element and gain its benefits.

  • Fire: You gain Resistance to Fire damage.
  • Water: You can breathe underwater, your swimming speed is equal to your normal speed, your weapon attacks are not Disadvantaged in water, and you suffer no penalties to swim through water because of equipment worn or carried.
  • Earth: You have Advantage against any skill check or saving throw that would cause you to be moved, grappled, or knocked prone and you treat all difficult terrain as it were normal terrain.
  • Air: Your base speed increases by 10ft, you can take the Dash or Disengage Action as a Bonus Action, and when you take the Dodge action you have Advantage on all Dexterity saving throws

Elemental Adept

Also at 10th Level, the strength of your elemental connections are improved. You gain 1 additional use of Elemental Aura and 1 additional use of Invoke Elements. All die from your Imbuements increase to d8's, and any Imbuement with a range has its range increases by 30ft.

Elemental Warden

Starting at 15th Level you can invoke the powers of the elements more strongly. The elemental dice of your Imbuements increases by an additional 1d8, and you can learn a second Elemental Bond.

Elemental Master

Starting at 18th Level you are a master of elemental combat. The die from your Imbuements increase to d10's, and when you roll initiative and have no uses of Imbue Elements left, you regain 1 use of Imbue Elements.

In addition and you can invoke or dismiss Elemental Auras at will as an action.

Imbuements

(c) indicates that an Imbuement requires Concentration

You may only use one Imbuement per turn and only on your turn unless it is a reaction.

Fire

Fiery Retribution (c)

You can use a bonus action to cloak yourself in a shimmering coat of fire. For 1 minute any creature that hits you with a melee attack takes 1d6 fire damage.

Fireburst

When you take the attack action you can cause the first attack that hits a creature to deal an extra 3d6 fire damage to the creature hit and all creatures within 10ft of it must succeed on a Dexterity saving throw or also take the damage, or half as much on a successful save, as a small fireball engulfs the area. You are protected from this effect and do not take damage.

Inferno

As an action you can make a melee or ranged attack against a target creature up to 30ft away. If it hits that creature they take 2d6 fire damage, and then a subsequent 1d6 fire damage at the start of each of their turns until they take an action to douse the fire.

Water

Bubble (c)

As an action you can conjure a bubble of water and target a creature of size large or smaller within 30ft of you that you can see. That creature must succeed on a Dexterity saving throw or become trapped inside the bubble for 1 minute, while inside they are considered Restrained and underwater. They take 1d6 cold damage initially and an additional 1d6 cold damage on the end of each of their turns. They can make a Strength (Athletics) check to break out of the bubble as an action at the start of each of their turns.

Chilling Bite (c)

As a bonus action you can enchant your weapon or up to 10 pieces of ammunition with freezing ice. For 1 minute any creature hit by that weapon takes an extra 1d6 cold damage, cannot take reactions, and has their speed reduced by 10ft until the start of their next turn as a magical cold seeps into their core.

Flashfreeze

As a reaction to taking damage from a melee attack, you can force the creature that hit you to succeed on a Strength saving throw against your Imbuement DC or be frozen in place and Restrained until the end of their next turn. The next attack that hits them shatters the ice, causing them to take an additional 3d6 cold damage, but causing them to no longer be Restrained.

 

Earth

Earthen Shell (c)

You can use a bonus action to cloak yourself in stone for up to 1 minute to gain resistance to bludgeoning, piercing, and slashing damage from attacks until the shell absorbs 3d6 points of damage and breaks apart.

Rooting Earth

Make a melee or ranged attack against a creature that is size large or smaller within 30ft, targeting them with morphing earth that burst from the ground below them. If it hits the creature is Restrained by the stone for 1 minute. It can use its action to attempt to break out of the earth by making a Strength (Athletics) check and end the effect early. The stone has an AC of 15, 2d6 hit points, and resistance to slashing, piercing and bludgeoning damage.

Stone Shield

As a reaction to you or a creature you can see within 60ft being targeted by an attack that would hit them, you can conjure a disk of stone to shield against the attack. The damage from the attack is reduced by an amount equal to 1d6 + your level in this class.

Air

Gust

As an action make a ranged attack against a creature of size large or smaller within 30ft you can see. If it hits a strong burst of wind strikes the creature and it must make a Constitution saving throw against your Imbuement DC or take 2d6 magical bludgeoning damage and be knocked 15ft back and proned; it takes an additional 1d6 bludgeoning damage if it impacts a hard surface or creature. (The other creature is also damaged)

Sonic Strike

As an action you can create a thunderous slash of wind in a line 60ft long. All creatures in the line must make a Dexterity saving throw or take 4d6 Thunder damage and become Stunned until the end of their next turn, or take half as much damage on a successful save and they do not become Stunned.

Quickstep

As a reaction to being targeted by an attack that would hit you, while you are not grappled or restrained, roll a 1d6 and add the amount to your AC, if the attack would now miss you, you can immediately move to an empty square within 5 feet of you and the attack misses. You do not provoke opportunity attacks when you move.