Fighter: Elemental Knight

by Dreamfarers

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Elemental Knight

martial archetype

Martial Archetype

At 3rd level, a fighter gains the Martial Archetype feature, which offers you the choice of a subclass. We present here a new option available to you when making that choice.

Elemental Knight

Blessed by an everlasting communion with the fundamental elements of nature, Elemental Knights charge into the fray with blazing fire, carrying themselves with the grace of wind; a moment later, their blows hit with the massive weight of the earth, as they slip through the ranks of their enemies, fluid as streams of water. They are a marvelous sight to behold for their companions, and overwhelming forces for any who might oppose them.

When you pick this subclass, roll or chose on the Elemental Origins table to determine where does your elemental affinity come from.

Elemental Origins
d6 Origin
1 You are a scholar of the art: you may have studied with a mentor, delved into the magical arts yourself, lived with the monks of the way of the elements for a time, or sought the blessing of nature with the guidance of druids.
2 You found a profound affinity with the elements by meditating in remote regions linked to each element.
3 You were born with an innate connection with the elemental planes.
4 You were born during a catclysmic elemental event, that left its mark on your very essence.
5 In your blood runs the lineage of old, powerful entities that ruled over the elements.
6 You are the result of an experiment that aimed to create elemental supersoldiers.

Font of Primordial Energy

3rd-level Elemental Knight feature

Your veins surge with fire, winds blows at your back, earth steadies your muscles and your every movement flows like water. The DC of saving throws forced by features of this subclass equals 8 + your proficiency bonus + your Wisdom modifier.

Elemental Strike

3rd-level Elemental Knight feature

Once per Attack action, when you hit a creature with a weapon attack, you can empower the strike with elemental energies. You choose one of the following effects to apply to the attack:

  • Fire. The attack deals extra fire damage equal to your Wisdom modifier. When the target takes this damage, you can choose a creature within 5 feet of them to take the same amount of fire damage.
  • Water. The attack deals extra cold damage equal to your Wisdom modifier. Until the end of their next turn, the speed of the target is reduced by 10 feet.
  • Air. The attack deals extra lightning or thunder damage (your choice) equal to your Wisdom modifier. After you make this attack, you can move 5 feet without provoking opportunity attacks.
  • Earth. The attack deals extra bludgeoning damage that is considered magical equal to your Wisdom modifier. You can then attempt to shove the target of your attack.

When you reach 10th level in this class, the damage bonus becomes 1d6 + your Wisdom modifer. When you reach 15th level in this class, the damage bonus becomes 2d6 + your Wisdom modifier.

Elemental Prowess

7th-level Elemental Knight feature

As you master the use of elements, you developed unique martial techniques to gain an edge in battle. When you take the Attack action on your turn, you can forgo one of the attacks granted by the Extra Attack feature to use one of the following moves:

  • Fire. You shoot forth a blaze of fire in a 15-foot-cone. Creatures in the area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage immediately, and another 1d6 fire damage at the start of their next turn. On a successful save, they only take half damage immediately. The initial fire damage increases to 3d6 when you reach 10th level in this class, and again to 4d6 when you reach 15th level in this class. The additional fire damage increases to 2d6 when you reach 15th level in this class.
  • Water. You conjure a pool of shallow water or freeze the ground in an area that has a radius equal to 5 x your Wisdom modifier, centered on a point you choose within 60 feet of you. The affected area is difficult terrain for creatures of your choice, and lasts until the start of your next turn.
  • Air. You can attempt to free yourself from a grapple, get up from prone without paying any movement, or make a jump up to a number of feet equal to 5 x your Wisdom modifer. This jump doesn't cost you any movement.
  • Earth. A rock wall shoots from the ground in a space within 5 feet of you. The wall is 10 feet tall, 10 feet wide and 6 inches thick, its AC equals 10 + your Wisdom modifier, and it has a number of hit points equal to your Widom score. If creatures occupy the spaces in which you create the wall, you decide on which side of the wall they are pushed to. The wall crumbles at the start of your next turn.

You can only replace one attack with an elemental move for each Attack action you take.

Harness Elements

10th-level Elemental Knight feature

You have learned how to fully manifest the might of the elements, turning your body into an avatar of nature. As a bonus action, you can gain one of the benefits listed below:

Fire. You cover yourself in a sheath of flame, charging into battle with fiery conviction:

  • Creatures of your choice that end their turn within 5 feet of you take 1d8 fire damage.
  • When a creature hits you with a melee attack, you can use your reaction to retaliate with fire. The attacking creature takes 1d8 fire damage.
  • You shed bright light in 30-foot radius and dim light for an additional 30 feet.
  • You gain resistance against fire damage.

Water. You attune your movements to the natural flow of water, becoming supernaturally light and fluid:

  • You can move through any creature's space, and other creatures spaces aren't difficult terrain for you.
  • You exude gentle waves in a 10-foot radius centered on you. For creatures of your choice other than you, each 2 feet of movement inside this area only cost 1 foot, as they are carried onward by your waves.
  • You gain a swimming speed equal to your running speed and you don't suffer penalties for fighting underwater.
  • You are considered as being under the effects of the water breathing spell.
  • You gain resistance against fire damage and cold damage.

Air. You conjure a powerful storm in a 15-foot radius sphere centered on you:

  • Ranged attacks have disadvantage if they target creatures of your choice inside the storm.
  • For creatures of your choice, moving inside the storm costs 2 feet of movement for each foot traveled.
  • When you choose this element, and as a bonus action on any subsequent turn, you can shoot a bolt of lightning to a flying creature within 60 feet of you that you can see. The creature must make a Constitution saving throw. On a failed save, the target's speed becomes 0 until the end of this turn. A creature that fails this save starts falling even if it can hover.
  • You gain resistance against lightning and thunder damage.

Earth. You borrow the power of the earth beneath your feet, reaching perfect harmony with the land:

  • You can't be moved unwillingly and your speed can't be reduced.
  • You ignore the limitations of difficult terrain.
  • When you take damage, you can use your reaction to reduce the damage you take by 1d10 + your Wisdom modifier.
  • You have advantage on Constitution saving throws you make.

This elemental state lasts for 1 minute, or until you become incapacitated.

You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.

Elemental Surge

15th-level Elemental Knight feature

The elements stand waiting for your call, be it to bring a cataclysm upon your enemies or to carry your companions to victory. As an action, you can use one of the following elemental surges:

  • Fire. You summon destructive columns of fire. Up to four 5-foot-radius, 30-foot-high cylinders of fire erupt from the ground at any points that you chose within 60 feet of you that you can see. Creatures in the cylinders must succeed on a Dexterity saving throw or take 6d6 fire damage, taking half as much damage on a successful save. Creatures in the area of more than one cylinder only make the save once and take the fire damage only once.

  • Water. You conjure a 10-foot-radius sphere of water to suffocate and restrain your foes. Creatures in the area must make a Strength saving throw. On a failed save, a creature is restrained, can't breathe unless it breathes water, and any ligthning damage it takes is doubled. A creature in the sphere can use their action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the save DC. If the check succeeds, they are pushed out of the sphere, landing within 5 feet of it in

the closest possible space to where they were in the sphere. The sphere lasts for 1 minute or until you lose concentration on it, as if concentrating on a spell.

  • Air. You create a powerful gale to grant you and you allies an uncanny mobility advantage. When you choose this element, choose a number of willing creatures other than you, within 60 feet of you that you can see, equal to your Wisdom modifier. You can move yourself and the selected creatures to any space within 60 feet of the starting point of each creature. This movement never provokes opportunity attacks.

  • Earth. You make the earth in an area of ground in a 30-foot radius centered on you tremble and crack. Creatures of your choice in the area must make a Strength saving throw. On a failed save, a creature takes 4d8 bludgeoning damage that is considered magical, is knocked prone, and has their movement reduced by half. On a successful save, a creature only takes half damage. An affected creature can repeat the saving throw at the end of each of their turns, having their speed go back to normal on a successful save.

Once you have used this feature, you can't use it again until you finish a long rest.

Improved Elemental Strike

18th-level Elemental Knight feature

You have gained perfect control over the elements. You can now empower any attack you make, with your Elemental Strike feature.