Base Class: Fighter
An Elementalist is a close combat fighter that has a close connection to the core elements of the environment around them and can summon and bend them to their will. They spend most of their time wandering the world always seeking to deepen the connection they have and protect the 'natural way'. They consider themselves self-appointed protectors of Faerun and will violently oppose anyone or anything that seeks to exploit the environment for power or greed.
Harness Elements
Starting at 3rd level, when you make a melee weapon attack you may call on the spirits of nature to aid you in battle, adding additional effects to your attacks depending on the Element you call on. The damage dice used for these effects increases with your level: [3rd] d4, [7th] d6, [10th] d8, [15th] d10, and [18th] d12.
Fire
When you hit a target with a melee weapon attack that harnessed this element, that target must make a Dexterity saving throw. On a failed saving throw, they take fire damage in addition to normal weapon damage.
Water
When you hit a target with a melee weapon attack that harnessed this element, that target must make a Constitution saving throw or suffer from extreme cold. On a failed saving throw, they take cold damage in addition to normal weapon damage and their attack rolls are made at disadvantage until the end of their next turn.
Earth
When you hit a target with a melee weapon attack that harnessed this element, that target must make a Strength saving throw. On a failed saving throw, they take bludgeoning damage in addition to normal weapon damage and are knocked prone.
Lightning
When you hit a target with a melee weapon attack that harnessed this element, that target must make a Constitution saving throw or they are shocked. On a failed saving throw, they take lightning damage in addition to normal weapon damage, their speed is reduced to 0 for their next turn and they cannot make reactions until after their next turn ends.
Ride the Wind
Starting at 7th level, when you take the Dash or Disengage actions on your turn, you gain additional movement the equivalent of your speed.
Elemental Overload
Starting at 10th level, when you get a critical hit on an attack enhanced by your Harness Elements ability, you may choose to overload that attack resulting in an immediate additional hit. This additional hit must be made with an off-hand weapon, is non-critical and you must choose a different Harness Elements option for it. You can only overload your attacks once per short rest.
Elemental Potency
Starting at 15th level, when you deal damage with an Elementalist ability to a target, the damage dealt by that ability ignores that target's resistances (full damage) and if the target has immunity to the damage type then that immunity it is reduced to resistance (half damage).
Bonded by the Elements
Starting at 18th level, when a creature within 30ft of you deals damage to a target you can use a reaction to call upon the elements to bless them as they do you, allowing one of your Harness Elements to apply to the attack.
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