Martial Archetype: Elemental Champion

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Martial Archetype: Elemental Champion

The elemental planes are a source of enormous untamed power. Fire, water, earth and air, the fundamental aspects of reality, bow to few masters. Warriors who cultivate a connection to these primal sources of strength are called Elemental Champions. Their like are often found guarding portals to the elemental planes, protecting mortals from elemental threats or employing their abilities to journey into territory too dangerous for ordinary warriors.

Elemental Conduit

At 3rd level, as a bonus action, you can attune yourself to an element for 1 minute, or until you attune to a different element. Choose fire, water, earth or air. While attuned, you gain benefits based on the element you are attuned to.

Fire:

  • You know the Control Flames cantrip
  • Your weapon attacks deal an additional 1d4 fire damage.

Water:

  • You know the Shape Water cantrip.
  • You gain a swimming speed equal to your walking speed and can breathe underwater.
  • Once per turn, when you hit a creature with a weapon attack, you can summon a wave to strike them. The creature must succeed on a Strength saving throw or be pushed 10 feet away from you or knocked prone (your choice).

Earth:

  • You know the Mold Earth cantrip.
  • Bludgeoning, piercing, and slashing damage that you take is reduced by 2. This reduction does not stack with the damage reduction provided by the Heavy Armour Master feat. This number increases as you gain fighter levels. It increases to 3 at 5th level, 4 at 9th level, 5 at 14th level and 6 at 17th level.

Air:

  • You know the Gust cantrip,
  • When you take the attack action, you can immediately move up to 10 feet in any direction with provoking opportunity attacks. This movement can be made before or after attacking.

You can speak, read, and write Primordial. Additionally, you have advantage on Charisma checks when interacting with elementals.

Some of your elemental abilities require your target to make a saving throw to resist their effects. The save DC is calculated as follows:

Elemental save DC: 8 + your proficiency bonus + your Wisdom modifier.

Primal Eruption

Also at 3rd level, as an action you can unleash a blast of elemental energy in a 15-foot cone. The effects of the blast are based on your attuned element. Once you have used this ability, you cannot use it again until you finish a short or long rest.

Fire: You unleash a gout of roaring flame. Creatures within the cone must make a Dexterity saving throw, taking fire damage equal to 1d12 + your Wisdom modifier on a failed save and half as much on a successful one.

This damage increases to 2d12 at 7th level, 3d12 at 10th level, 4d12 at 15th level and 5d12 at 18th level.

Water: You call upon a wall of hammering water. Creatures within the cone must make a Strength saving throw. On a failed save, they take damage equal to your Wisdom modifier and are knocked prone. On a successful save, they take half as much damage and are not knocked prone.

This damage increases to 1d12 + your Wisdom modifier at 7th level, 2d12 at 10th level, 3d12 at 15th level and 4d12 at 18th level.

Earth: You fracture the earth before you. Ground within the cone shatters into jagged spikes and cruel crevasses. The shattered ground becomes difficult terrain for the next minute. Creatures other than you who enter the effected area for the first time on their turn or start their turn there must make a Dexterity saving throw, taking magical piercing damage equal to your Wisdom modifier on a failed save and half as much on a successful one.

This damage increases to 1d12 + your Wisdom modifier at 7th level, 2d12 at 10th level, 3d12 at 15th level and 4d12 at 18th level.

Air: You unleash a torrent of wind. Creatures within the cone must make a Strength saving throw. On a failed save, they are pushed up to 15 feet away from you and take magical bludgeoning damage equal to your Wisdom modifier. On a successful save, they take half as much damage and are not pushed. When you use this ability, you can immediately move up to 10 feet in any direction with provoking opportunity attacks. This movement can be made before or after using the ability.

This damage increases to 1d12 + your Wisdom modifier at 7th level, 2d12 at 10th level, 3d12 at 15th level and 4d12 at 18th level.

World Shaper

At 7th level, you can spend 1 minute channeling elemental power to shape the world around you. While channeling power, you must spend your action every turn to maintain the effect. The channeling fails if you move more than 10 feet from the place you began your channeling, or if you lose concentration (as if concentrating on a spell). After 1 minute, you produce an effect at a point within 60 feet that you can see based on your attuned element. Once you have used this ability, you cannot use it again until you finish a long rest.

Fire

  • You set any flammable material of your choice within a 10-foot cube on fire.
  • You spread an existing nonmagical fire to up to 10 existing 5-foot squares of your choice, so long as each square has a face adjacent to another square on fire.
  • You extinguish nonmagical fire in a 60-foot cube.

Water:

  • You can redirect the flow of water in a 50-foot cube, causing it to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water will continue to flow this way for 10 minutes.
  • You freeze or unfreeze an area of water or ice. The area of the water or ice consists of up to five 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube.

Earth:

  • You can grant yourself a burrowing speed equal to your walking speed for 10 minutes.
  • You can cause a stone wall or pillar to rise from an area of earth or stone. The pillar can up to 10 feet wide on all sides, and up to 30 feet high. The wall is 6 inches thick and is composed of three 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. The wall or pillar can have any shape you desire, though it can't occupy the same space as a creature or object. The wall or pillar doesn't need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by existing stone. The pillar, or each panel of the wall, has an AC of 15 and hit points equal to 25 + 5 times your fighter level. A pillar or section of wall you create crumbles into soil after 10 minutes, or until you dismiss it as an action.

Air:

  • You can muffle sound around yourself for 10 minutes, granting creatures within 10 feet of you advantage on stealth checks.
  • You can disperse gas or vapour in a 30-foot radius sphere.
  • You can cause loose objects in a 30-foot cube weighing less than 100lbs to move up to 30 feet in a direction of your choice.

Aspect’s Blessing

At 10th level, your connection to the fundamental aspects of creation has deepened. You gain additional benefits based on your attuned element.

Fire: You gain resistance to cold damage.

Water: You gain resistance to fire damage.

Earth: You gain resistance to lightning damage.

Air: You gain resistance to thunder damage.

Empowered Attunement

At 15th level, as an action, you can burn through your reserves of elemental energy to increase the power of your attuned element for a short time. Your gain benefits based on your attuned element for 1 minute, or until you attune to another element. Once the effect ends, you can no longer attune to the element you empowered until you finish a long rest.

Fire: Your inner fire overflows, radiating an aura of flame within 10 feet of you. Creatures who enter this aura for the first time on their turn or start their turn there must make a Dexterity saving throw, taking fire damage equal to 1d8 + your fighter level on a failed save and half as much on a successful one.

Water: You become the nexus of a whirling vortex of water which fills the area within 10 foot of you. The water counts as difficult terrain, and ranged attacks have disadvantage against you while the water rages. Choose whirlpool or tsunami. Creatures who enter the water for the first time on their turn or start their turn there must make a Strength saving throw. On a failed save, they take bludgeoning damage equal to half your fighter level and are pulled into the nearest unoccupied space within 5 feet of you (whirlpool) or pushed 20 feet away from you (tsunami).

Earth: You transform your body into unbreakable stone. You have resistance to all damage except psychic and force.

Air: You launch into the skies in a gust of howling wind. You have a flying speed of 60 feet, and when you hit a creature with a weapon attack, you can push the creature up to 10 feet away from you in a straight line.

Harmonic Attunement

At 18th level, you hold the powers of the elements in perfect balance within yourself. When you attune to an element, you can instead choose to attune to two elements simultaneously. You gain the benefits of both elements, and can use abilities provided by attunement to either element.

Artist Credit: Ranger, Elemental Warrior - Jake Pleshe
 

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