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# Gaia Warrior ## A Martial Archetype for the Disinclined Sorcerer Gaia Warriors have magical power bursting from within them, but their interests lie outside of spellcasting. Instead, they channel their inner potential to bolster their fighting prowess. They accomplish this by using their innate connection to the Weave to tap into the different energies it most easily emulates. ##### Gaia Warrior Archetype | Fighter Level | Feature | |:---:|:-----------| | 3 | Sorcery Points, Elemental Alignment | | 7 | Additional Elemental Alignment | | 10 | Minor Infusion | | 15 | Additional Elemental Alignment | | 18 | Major Infusion | ### Features #### Sorcery Points When you choose this Archetype at level 3, you begin to tap into a well of power you’ve kept hidden from yourself until now. You have 3 Sorcery Points that you can spend on your Gaia Warrior features. You can never spend more points on a Fighter feature than indicated by your level in the Gaia Warrior Sorcery Points table. You regain all spent points when you finish a long rest. These points represent the same energies as the Sorcery Points in the Sorcerer class; each can be used to fuel the abilities granted by it or this Martial Archetype, and the total number of Sorcery Points you have is cumulative: you add together your Sorcery Points from this Archetype and those gained from your Sorcerer levels to determine your total. Increasing your total Sorcery Points doesn’t necessarily increase the number of points you can spend on a Gaia Warrior Feature; that is contingent solely on your Fighter levels. #### Elemental Connection Also at level 3, you have discovered how to align the power inside you with a certain type of energy that the Weave can easily produce. These energies produce manifestations within the real world colloquially known as “elements.” Choose an element from among Aether, Fire, Life, Lightning, Stone, Thought, Water, and Wind. You become connected to that element and gain the Elemental Strike and Elemental Shot features associated with it, all of which are detailed at the end of this class description. Some elemental features require a spell attack or spell save. You use your Charisma to determine your spell attack modifier and spell save DC for these features. \columnbreak ##### Gaia Warrior Sorcery Points | Fighter Level | Sorcery Points | Max Points Spent | |:----:|:--:|:-:| | 3 | 3 | 2 | | 4 | 4 | 2 | | 5 | 5 | 2 | | 6 | 6 | 2 | | 7 | 7 | 3 | | 8 | 8 | 3 | | 9 | 9 | 3 | | 10 | 10 | 4 | | 11 | 11 | 4 | | 12 | 12 | 4 | | 13 | 13 | 4 | | 14 | 14 | 4 | | 15 | 15 | 5 | | 16 | 16 | 5 | | 17 | 17 | 5 | | 18 | 18 | 6 | | 19 | 17 | 6 | | 20 | 18 | 6 |
Spell Save DC
= 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier
= your proficiency bonus + your Charisma modifier
#### Additional Elemental Connections At level 7, and again at level 15, you learn how to align your energies to a different element. At each of those levels, choose another element from the list you chose from at level 3; you become familiar with it. You can switch your elemental alignment to another that you are familiar with by meditating for 1 hour. This meditation counts as light activity and can be accomplished over a short rest. Upon finishing the meditation, you lose all features associated with your previous element and gain all features that you have attained associated with the new element. #### Minor Infusion Beginning at level 10, your energies provide a passive benefit based on their alignment. You gain the Minor Infusion feature associated with the element you are connected to. #### Major Infusion When you reach level 18, you have deepened the connection to your energies to the utmost. You gain the Major Infusion feature associated with the element you are connected to. \pagebreakNum #### Elements At level 3, 7, and 15, Gaia Warriors learn how to align the energies inside them with an element from the following list. The elements and their associated features are presented below in alphabetical order. ##### Aether Aether is the Weave’s physical form. It is raw magical energy and wants nothing but to see potential come to fruition. When used martially, it is the desire for destruction weaponized. ***Elemental Strike.*** When you score a hit with a weapon attack, you can spend Sorcery Points to deal an additional 1d8 force damage per point spent. ***Elemental Shot.*** You can spend a Sorcery Point to make a special ranged spell attack when you take the Attack action. This attack has a range of 120 feet, deals 2d6 + your Charisma modifier force damage on a hit, and deals double damage to objects and structures. ***Minor Infusion.*** Your strikes are constantly infused with your energies. Your unarmed strikes and any nonmagical weapon you would use count as +1 magic weapons. ***Major Infusion.*** Your energies have perfectly aligned to your intentions of war. Your AC is increased by 1, and your weapon attacks deal an additional 1d4 force damage. ##### Fire Fire is heat given form. It is wild and seeks to burn everything in its path, but it is also the force of renewal. When used martially, it transforms the battlefield into a smoke-filled haze, burning everything in its path. ***Elemental Strike.*** When you score a hit with a weapon attack, you can spend Sorcery Points to deal an additional 1d6 fire damage per point spent and cause the target to begin burning. Burning creatures and objects take 1d4 fire damage at the end of their turn. A creature can use their action to put out the flames on a burning creature or object, causing them to cease burning. ***Elemental Shot.*** You can spend a Sorcery Point to make a special ranged spell attack when you take the Attack action. This attack has a range of 120 feet, deals 1d10 fire damage, and causes the target to begin burning (as with the Elemental Strike) on a hit. ***Minor Infusion.*** The energies within you provide a comfortable warmth. You are immune to any negative effects caused by the temperature of weather or climate. ***Major Infusion.*** The flames within you keep you from dying away. The first time you reach 0 hit points after a short or long rest, your energies kindle within you, granting you temporary hit points equal to the number of Sorcery Points you have left. While you have these hit points, flames come off your body, shedding bright light in a 10-foot radius and dim light for an additional 30 feet, you are vulnerable to cold damage, and creatures that hit you with a melee attack take fire damage equal to your Charisma modifier. You lose all of these temporary it points if you regain any hit points or take a short rest. \columnbreak ##### Life Life is, ironically, the element that brings death. Its energies seek to create, but in the process, they destroy. When used martially, this element can be used to steal the life from others, taking it for yourself. ***Elemental Strike.*** When you hit a creature with a weapon attack, you can spend Sorcery Points to deal an additional 1d6 necrotic damage per point spent. You regain hit points equal to half the necrotic damage dealt this way. ***Elemental Shot.*** You can spend a Sorcery Point to make a special ranged attack when you take the Attack action. Instead of making an attack roll, choose a creature you can see within 60 feet. That creature must make a Constitution save against your spell save DC. On a failure, it takes 1d10 necrotic damage, and you regain hit points equal to half the necrotic damage taken. ***Minor Infusion.*** Your energies bolster your health; whenever you finish a short or long rest, you gain temporary hit points equal to half the number of Sorcery Points you have remaining (rounded down). ***Major Infusion.*** Your energies spread throughout your body. You have immunity to necrotic damage, and your hit point maximum cannot be reduced. ##### Lightning Lightning is the element of the storm. Its presence inspires awe at its speed and ferocity. When used martially, it stuns those that dare oppose its desires. ***Elemental Strike.*** When you score a hit with a weapon attack, you can spend Sorcery Points to deal 1d6 additional lightning damage per point spent. Additionally, creatures that take this lightning damage can’t take reactions until the beginning of your next turn, and flammable objects that take this damage are set aflame. ***Elemental Shot.*** You can spend a Sorcery Point to make a special ranged spell attack when you take the Attack action. This attack has a range of 120 feet and deals 1d8 lightning damage on a hit. Additionally, creatures hit by this attack can’t take reactions until the beginning of your next turn, and flammable objects hit by this attack are set aflame. ***Minor Infusion.*** The electricity coursing through your veins makes you quick to act. You gain a bonus to your initiative rolls equal to your Charisma modifier (minimum of 1). ***Major Infusion.*** Those that are not prepared for your storm stand in awe of your swift and decisive ferocity. When you use your Action Surge, all enemies within 30 feet of you must make a Wisdom saving throw against your spell save DC or be stunned until the end of their next turn as static electricity rocks through their body. Whenever a creature stunned in this way takes damage, they can make an additional Wisdom saving throw to rid themselves of the effect. \pagebreakNum ##### Stone Stone, or Earth, as it is called in some circles, is the rigid element of persistence. It resists movement when pushed against, and its strength refuses to allow others to resist its will. When used martially, it knocks enemies around like paper and breaks down walls like they’re made of glass. ***Elemental Strike.*** When you score a hit with a weapon attack, you can spend Sorcery Points to deal an additional 1d6 damage of the type dealt, and the attack’s damage is doubled if you hit an object or structure. Additionally, if a creature was hit by the attack, they must make a Strength saving throw against your spell save DC. On a failure, you can choose to either push them 10 feet away from you in a straight line or knock them prone. ***Elemental Shot.*** You can spend a Sorcery Point to make a special ranged spell attack when you take the Attack action. This attack has a range of 60 feet and deals 1d10 bludgeoning damage. Objects and structures take double damage from this attack. Additionally, if a creature was hit by the attack, they must make a Strength saving throw against your spell save DC. On a failure, you can choose to either push them 10 feet away from you in a straight line or knock them prone. ***Minor Infusion.*** Just as the mountain, you will not be moved. You are immune to effects that would move you against your will (an effect that requires you to move as a reaction or as a part of your normal movement still functions as normal). ***Major Infusion.*** The resilience of the earth has saturated our being. Whenever you would take nonmagical damage, it is reduced by an amount equal to your Charisma modifier (minimum of 1). ##### Thought Thought is a strange, enigmatic element. It has the capacity to both alter and implant emotions and memories. When used martially, it can leave enemies confused or fearful. ***Elemental Strike.*** When you hit a creature with a weapon attack, you can spend Sorcery Points to deal an additional 1d6 psychic damage, and the creature must make a Wisdom saving throw against your spell save DC or be frightened of or charmed by another creature of your choice within 30 feet of the target until the beginning of your next turn. ***Elemental Shot.*** You can spend a Sorcery Point to make a special ranged attack when you take the Attack action. Instead of making an attack roll, choose a creature you can see within 60 feet. That creature must make a Wisdom save against your spell save DC. On a failure, it takes 2d4 psychic damage, and it becomes either frightened or charmed by another creature of your choice within 30 feet of it until the beginning of your next turn. ***Minor Infusion.*** Your intimate connection to the mind has granted you the gift of telepathic communication. You can mentally communicate with any willing creature within 30 feet. If you and the target do not share a language, you can project images, emotions, and intents, but not coherent statements. ***Major Infusion.*** Your mind has been bolstered by your energies. You have immunity to psychic damage, and your mind cannot be read without your permission. \columnbreak ##### Water Water is the element of grace and beauty, but also heartless logic and cold reasoning. When used martially, it makes your fighting into a dance akin to that of a flowing river, and leaves your enemies frozen and shattered behind you. ***Elemental Strike.*** When you score a hit with a weapon attack, you can spend Sorcery Points to deal an additional 1d6 cold damage. Additionally, if the target is a creature, its movement is reduced by 5 feet as ice encrusts its form. You can reduce a creature’s movement more than once in a round, to a maximum of 20 feet. ***Elemental Shot.*** You can spend a Sorcery Point to make a special ranged spell attack when you take the Attack action. The attack has a range of 60 feet and deals 1d8 cold damage as the target is pelted with ice. Additionally, if the target is a creature, its movement is reduced by 5 feet as ice encrusts its form. You can reduce a creature’s movement more than once in a round, to a maximum of 20 feet. ***Minor Infusion.*** The natural grace of the river flows through you: you gain a bonus to your Dexterity (acrobatics) checks equal to your Charisma modifier (minimum of 1). ***Major Infusion.*** You are as at home in the water as you are on land. You have a swim speed equal to your walking speed and can breathe underwater. Additionally, ranged weapon attacks that you make while underwater are not at disadvantage, provided they are within the first boundary. ##### Wind Wind is the ever-present element of freedom. It cannot be restricted or contained, and as long as there is air, the wind will be there. When used martially, it imbues you with those same qualities, granting you enhanced mobility and refusing to allow you to be contained. ***Elemental Strike.*** When you score a hit with a weapon attack, you can spend Sorcery Points to deal an additional 1d6 thunder damage. Creatures that take this thunder damage are deafened until the beginning of your next turn. ***Elemental Shot.*** You can spend a Sorcery Point to make a special attack when you take the Attack action. Instead of making an attack roll, this attack requires all creatures within 5 feet of you make a Constitution save against your spell save DC or take 1d6 thunder damage and be deafened until the beginning of your next turn. Additionally, if there are any gaseous effects in the area (such as from the stinking cloud spell), this attack creates a clearing within its radius. ***Minor Infusion.*** The wind is always at your back, rendering your steps uninhibited. Your walking speed increases by 10 feet. ***Major Infusion.*** The winds respond to your will, carrying you where you wish. While you are not wearing medium or heavy armor, you have a flying speed equal to your walking speed.
> ##### Credits > * Created by /u/AKA_Sketch on Reddit > * Many thanks to the folks at /r/UnearthedArcana for inspiring this idea