My Documents
Become a Patron!
## Fighter Archetype: Primordial Knight *Some warriors seek power through their own strength, some browse the arcane tomes for a way to supplement their power, a Primordial Knight instead takes the raw power of the elements and forges it into weapons and armor. Be it creating swords out of flames, shrouding themselves with wind in order to move faster or shooting arrows made out of pure kinetic force the Primordial Knight is capable of adapting to kinds of combat while exploiting an enemies weakness.* ### Elemental Connection At 3rd level you are able to establish a connection with one of the four elemental planes: fire, water, earth, air. You gain resistance to the damage type associated with your element as shown below. If the element has more than one damage type you only gain resistance to one of them (you choose which one): - Fire - fire - Water - cold - Earth - bludgeoning, slashing and piercing - Air - lightning At the end of every long rest you can spend an hour in order to change your elemental connection to another element. You lose your resistances gained from your old element and select ones from your new element, the same applies for your Primordial Arms and Shroud. ### Primordial Arms At 3rd level you are able to create weapons out of elemental energy in your free hand. This is treated the same as unsettling a weapon. You can create any martial or simple weapon as long as you have at least one free hand to wield it. If the weapon you create normally requires ammunition, it doesn’t for you. Weapons you create share the same damage type as your selected element connection, except for the earth element which recreates the weapon as it is, but its damage counts as magical for the purpose of overcoming resistances and immunities to non magical damage. You can dismiss the weapons you create as a free action. If the element you are connected to has more than one damage type, you select which one your weapon possesses. At 7th level you can as a bonus action empower your weapons with elemental energy. For 1 minute your weapons deal an additional 1d6 damage of the weapons damage type. When you reach 15th level the die grows to 2d6. Once you empower your weapons this way you cannot do so again until the next short or long rest. ### Primordial Shroud At 7th level of your turn as a bonus action you can give yourself temporary hit points equal to 5 + fighter class levels. If an attack would reduce these temporary hit points the attacker would suffer 5 points of damage from one of your element's damage types. The temporary hp last for 10 minutes. You can use this ability once per short or long rest. In addition to this your shroud grants you an additional effect depending on the element you are connected with at the moment. This effect last as long as the temp hp from the Primordial Shroud remains: - Fire - you shine bring light in a 15 ft radius and an additional 15ft of dim light - Water - you gain a swimming speed equal to your walking speed - Earth - you have advantage against being moved forcefully and against being knocked prone - Air - your base walking speed is increased by 10ft ### Elemental Conduit When you reach 10th level in this subclass your chosen element gains additional damage types. In addition you also gain resistance to one more damage type from your element. The additional damage types are the following: - Fire - fire and radiant - Water - cold and acid - Earth - bludgeoning, slashing, piercing and force - Air - lightning and thunder ### Hightned Connection When you reach 15th level you can change your elemental connection at the end of every short rest. ### Elemental Perfection At 18th level you gain immunity to one of the damage types of your element. This immunity changes when you change your elemental connection.