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Martial Archetypes

The following archetypes are for fighters that exhibit just a small spark of elemental magic in them. When their magic first manifests itself, they only have an inkling of control over it, as evidenced by the sudden surges of magical energy that's expelled from them when they truly exert themselves. Over time, however, they grow both in power and control, until they take on certain aspects of their element, almost embodying it.

Air Knight

You were either born with or developed an affinity to the element of air, and indeed, to the very storm itself, and have embraced that part of you.

You've accumulated insight into how you can use this connection to harness power from it and to augment your fighting prowess, soaring higher and higher.

Elemental Secrets

When you choose this archetype at 3rd level, you gain a measure of control of the element of air, and have learned how to utilize it as magic.

You learn the gust cantrip and the spells from the table corresponding to your class level.

You can cast spells learned this way without spending a spell slot or providing material components. Once you do, you must finish a long rest before you can cast a spell learned at that particular level in this way again.

Charisma is your spellcasting ability for your Air spells, since the power of your magic stems from your ability to exert your will over air itself.

Spell save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Air Spells
Fighter Level     Spell
3rd thunderwave
7th gust of wind, levitate
10th lightning bolt, wind wall
15th storm sphere, fly (4th level)
18th conjure elemental (air only), control winds

Techniques of the Elements

At 3rd level, you learn these techniques that rely on your connection to air.

Phantom Air. When you take the Attack action, you can use a bonus action to surround your weapons with swirling air. Until the end of the turn, the reach and normal range of weapons you wield are doubled.

Unforgiving Air. Whenever you score a critical hit or roll the highest number possible for the weapon’s damage, you can choose to either push the target 10 feet away from you if it is a creature no more than one size larger than you, or you can add 1d4 + your Charisma modifier lightning damage to the damage roll.

Starting at 7th level, the damage die increases to 1d8, and at 15th level it becomes 1d12.

Touched by the Elements

Starting at 7th level, you can compel the very wind to carry you. You can triple your jump distance (no action required) for the turn. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.

Elemental Movement

Starting at 10th level, you flow over the battlefield like a wisp of air. Whenever you hit a creature with a weapon attack, you can immediately move 5 feet without provoking opportunity attacks.

Additionally, you learn the following technique.

Hindering Wind. Once on each of your turns when you hit with a weapon attack you have advantage on, you can conjure wind that slows the target down. Until the start of your next turn, its movement speed is reduced by 10 feet. If the target is airborne, its movement speed is instead reduced by 30 feet.

Elemental Reserve

Starting at 15th level, you use the air around you to hinder your downfall. You can expend one use of your Second Wind feature as a reaction to falling to cast feather fall.

Additionally, for the spell's duration, you can move 5 feet horizontally for every 10 feet you fall.

The Relentless Wind

At 18th level, you've learned both how to defend against the relentless air and how to direct it to slip past others' defenses. You have resistance to lightning and thunder damage, and lightning and thunder damage that you deal ignore resistance.

Elemental Knights | Groggen2

Earth Knight

From the day you were born, you've had a connection to the very ground itself, and you've embraced that part of yourself.

You've studied all matters related to the element of earth, and have gained insight into how you can both emulate it in combat and harness power from it to augment your fighting prowess.

Elemental Secrets

When you choose this archetype at 3rd level, your connection to earth grants you magic to shape and command it.

You learn the mold earth cantrip and the spells from the table corresponding to your class level.

You can cast spells learned this way without spending a spell slot or providing material components. Once you do, you must finish a long rest before you can cast a spell learned at that particular level in this way again.


Charisma is your spellcasting ability for your earth spells, since the power of your magic stems from your ability to exert your will over the very ground itself.

Spell save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Earth Spells
Fighter Level     Spell
3rd earth tremor
7th enlarge, earthbind
10th erupting earth, meld into stone
15th stoneshape, stoneskin
18th conjure elemental (earth only), wall of stone
 

Techniques of the Elements

At 3rd level, you learn these techniques that emulate the solidity of earth.

Mighty Earth. When you take the Attack action, you can use a bonus action to call on the might of earth. Until the end of the turn, when you hit a creature no more than one size larger than you with a melee weapon attack, you can push the creature up to 10 feet away from you in a straight line.

Brutal Earth. Whenever you score a critical hit with a weapon attack, you knock the target prone if it's no more than one size larger than you.

Touched by the Elements

Starting at 7th level, earth and stone yield to your very touch, ensuring you both a tight grip and cushioned falls. You gain a climbing speed equal to your movement speed, and falling damage you take is halved if you hit solid ground made of earth or stone.

Elemental Movement

Starting at 10th level, when you use your Action Surge, your body becomes dense like the ground beneath your feet. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage, your weight is doubled, and you can't be moved against your will.


Additionally, you learn the following technique.

Restraining Earth. Once on each of your turns when you hit a creature with a weapon attack, you can command the ground beneath it to warp and do your bidding. If the target is a creature no more than one size larger than you, and touching the ground, it must make a Strength saving throw against your spell save DC. On a failed save, its movement is reduced to 0 until the start of your next turn.

Elemental Reserve

Starting at 15th level, whenever you use your Second Wind, your body and mind become hard and unshakable.

Until the end of your next turn, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and damage you would take is reduced by your Charisma modifier.

The Mountain

At 18th level, you've become solid and sturdy like a great mountain. You can't be moved or knocked prone against your will, and you count as one size larger in regards to carrying capacity, grappling, shoving, and class features.

Elemental Knights | Groggen2

Fire Knight

Whether you were born with it or developed it over time, you have an inner fury and desire stronger than most, and have developed a kinship with the element of fire.

You've delved into all matters related to fire, and have gained knowledge of how you can convert this fury and desire to emulate fire both in and out of combat.

Elemental Secrets

When you choose this archetype at 3rd level, you harness fire, and can use magic related to it.

You learn the control flames cantrip and the spells from the table corresponding to your class level.

You can cast spells learned this way without spending a spell slot or providing material components. Once you do, you must finish a long rest before you can cast a spell learned at that particular level in this way again.


Charisma is your spellcasting ability for your fire spells, since the power of your magic stems from your ability to harness your inner fire.

Spell save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

fire
Fighter Level     Spell
3rd burning hands
7th flaming sphere, pyrotechnics
10th daylight, fireball
15th fire shield, wall of fire
18th conjure elemental (fire only), immolation

Techniques of the Elements

At 3rd level, you learn these techniques that exploit your connection to fire.

Scorching Flame. When you take the Attack action, you can use a bonus action to will fire into existence. Until the end of the turn, when you hit with a weapon attack, a mote of fire dealing damage equal to your Charisma modifier leaps from the target to a different creature of your choice that you can see within 10 feet of it.

Searing Heat. Whenever you score a critical hit or roll the highest number possible for the weapon’s damage, the target has disadvantage on the first weapon attack it makes before the start of your next turn.

Touched by the Elements

Starting at 7th level, your work with tempering your inner fire has left its mark on you, and you have finer control of your body temperature than most. You are naturally adapted to hot climates, and you can use an action to instantaneously dry yourself and any clothing you're wearing or ignite a flammable object no larger than a 1-foot cube within 10 feet of you that isn't being worn or carried.

Elemental Movement

Starting at 10th level, whenever you use your Action Surge, the fire inside you erupts and fuels your body. Until the end of your turn, your movement speed is increased by 15 feet, and opportunity attacks against you are made with disadvantage.


Additionally, you learn the following technique.

Focused Fire. You can direct the mote of fire from your Scorching Flame feature at the target of your weapon attack instead of a different creature.


Elemental Reserve

Starting at 15th level, whenever you use your Second Wind, you enhance the effect of it by tapping into your inner pool of elemental power, causing your inner fire to purge your blood.

You can end one effect on yourself that is causing you to be poisoned or diseased.

Rise of the Phoenix

At 18th level, your inner fire is hard to quell. When you are reduced to 0 hit points but not killed outright, unrefined elemental energy is expelled from your body, dealing fire damage equal to your Charisma modifier to each creature in a 15-foot radius. You regain hit points equal to the total damage dealt.

Once this feature is activated, you must finish a long rest before it can be activated again, and you cannot cast spells until you have taken a short rest.

Elemental Knights | Groggen2

Water Knight

Water has been calling out to you since the day you were born, and the waves that both crush and caress have become a trusted friend and ally.

You utilize all aspects of the unforgiving, yet fair water, both in and out of combat to keep you and your hopes afloat.

Elemental Secrets

When you choose this archetype at 3rd level, water is at your command, and your magic stems directly from it.

You learn the shape water cantrip and the spells from the table corresponding to your class level.

You can cast spells learned this way without spending a spell slot or providing material components. Once you do, you must finish a long rest before you can cast a spell learned at that particular level in this way again.


Charisma is your spellcasting ability for your water spells, since the power of your magic stems from the tidal soul that flows within you.

Spell save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Water Spells
Fighter Level     Spell
3rd ice knife
7th blur, snilloc's snowball swarm
10th tidal wave, wall of water
15th control water, watery sphere
18th conjure elemental (water only), maelstrom

Techniques of the Elements

At 3rd level, you learn these techniques that incorporate your connection to water in its many forms.

Chill to the Core. When you take the Attack action, you can use a bonus action to coat your weapons with a freezing layer of ice. Until the end of the turn, when you hit with a weapon attack, the target cannot use its reaction until the start of your next turn.

Frozen Limbs. Whenever you score a critical hit or roll the highest number possible for the weapon’s damage, the target deals only half damage on the first weapon attack it makes using Strength or Dexterity before the start of your next turn.

Touched by the Elements

Starting at 7th level, water is a sheltering friend, loathe to see you harmed. You are naturally adapted to cold climates, and can use an action to quell a non-magical fire no larger than a 1-foot cube within 30 feet of you that you can see.

Elemental Movement

Starting at 10th level, whenever you use your Action Surge, your movements become light and fluid. Until the end of your turn, you gain the ability to move across liquids without falling during the move and you can move through any opening large enough for a creature two sizes smaller than you.


Additionally, you learn the following technique.

Exploding Ice. Once on each of your turns when you hit a creature with a weapon attack, you can create ice shards that explode outwards from the target, dealing damage equal to your Charisma modifier to each other creature except you within 10 feet.

 

Elemental Reserve

Starting at 15th level, whenever you use your Second Wind, your inner pool of elemental power allows you to adopt a fluid grace when moving. You can Disengage as a part of the same bonus action, and you ignore difficult terrain until the end of the turn.

Ebb and Flow

At 18th level, your knowledge of water is as vast as the ocean and you've become as fleeting and elusive as the tide. You can breathe underwater and you have a swim speed equal to your walking speed, you have resistance to fire damage, and you have advantage on ability checks to avoid or escape being grappled.

Credits

Elemental Knights | Groggen2