Base Class: Fighter
Elemental Warriors are masters of bending specific elements to their will. Whether it be the quick and agile air, the sharp and waiting earth, the powerful and emotional fire, or the defensive and changing water.
Elemental Warriors are not usually seen as gruff or crass, and are more at home among monks or sages. They're sworn by their craft and follow strict regimens to maintain their ability.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.
Elemental Control
Starting at 3rd level, you learn to control a chosen element as if it was a part of your being.
Choose Air, Earth, Fire, or Water. Your ability depends on that chosen element. Your element sticks with you through this class permanently. You can only change your choice through a wish spell or by removing your class levels back down to this choice.
You also learn a corresponding cantrip, relating to your chosen Element. You cast these cantrips using your Constitution stat.
Air
You learn to cut the air sharply and swiftly to get out of combat. You can now use a bonus action to disengage. When disengaging using this ability, your movement speed increases by 10 feet.
You also learn the Gust cantrip.
Earth
You act decisively and powerfully when an opportunity to attack arises. When you have advantage to hit against a creature, you can add your Strength or Dexterity modifier to the damage roll twice, instead of once. If the attack is a critical hit, you now add your damage modifier twice as well.
You also learn the Mold Earth cantrip.
Fire
When you hit with a weapon attack, you can choose to add extra d8's of Fire damage on top of the weapons normal damage, at the cost of Armor Class. The amount of d8 can be increased for each point of armor class you drop, up to a maximum equal to your proficiency bonus.
You also learn the Control Flames cantrip.
Water
As a reaction, when someone misses against your armor class, you can make a weapon attack against them. If the attack hits, they are pushed back 5 feet in a direction you choose and are dealt an amount of extra damage equal to your armor class subtracted by 8.
You also learn the Shape Water cantrip.
Elemental Resistance
Starting at 7th level, you have gotten used to the power and force of your element, enough to withstand it well. You gain a damage resistance related to your chosen element, along with an effect which lets you resist it's abilities.
Air
You gain resistance to bludgeoning damage, and have advantage on saving throws made to throw you.
Earth
You gain resistance to Bludgeoning damage, and gain Tremorsense up to 30 feet.
Fire
You become immune to fire damage.
Water
You gain a resistance to bludgeoning damage, and also have advantage on saving throws made to Grapple you.
Elemental Guidance
Starting at 10th level, you can guide your allies with your elemental ability. As an action, you can grant one creature of your choice, that you can see within 60 feet of you, your Elemental Resistance feature. That creature gains the benefits of that feature for 1 minute, and you not lose them yourself. The effect is ended early if you are incapacitated.
You can use this ability once, before you need to take a long rest to use it again.
Advanced Elemental Control
Starting at 15th level, you master your elemental ability and obtain another ability based on your element.
Air
As a bonus action, twice per short rest, you can take the dash action and triple your jump height.
Your movement speed also passively increases by 10 feet.
Earth
As a reaction, when someone either enters or moves in your Tremorsense range, you can attempt to restrain them. They must make a Strength Saving Throw, the DC of which is 8 + your proficiency bonus + your Constitution modifier. If the target fails, they are restrained in the first space they attempted to move into and end their turn. The target can retry their saving throw at the end of each of their turns. You can have a number of restrained creatures up to your proficiency bonus.
Your tremorsense extends out to 60 feet.
Fire
When you take the attack action, you can replace an attack with a blast of flame and fire. All creatures in a 20 foot line originating from you must make a Dexterity Saving Throw, the DC of which equals 8 + your proficiency bonus + your Constitution modifier. All creatures in that range take 4d4 Fire damage, or half as much on a successful saving throw.
You ignore Resistance and Immunity to Fire damage when dealing Fire damage.
Water
As a reaction, when hit with an attack, you can gain a +5 bonus to AC, including against the triggering attack. This increase to AC goes away at the start of your next turn.
Your Second Wind feature can now be used on other creatures within 5 feet of you, instead of just yourself.
Spiritual Control
Starting at 18th level, your control over your Element has been amplified into controlling the spirits of your foes. As an action, you can touch one creature and attempt to manipulate their very soul. Both you and the creature must make contested Wisdom Saving Throws and Charisma Saving Throws. If you beat the opponent at both saving throws they are Subjected to the Nullified Condition, making them unable to take any Actions, Bonus Actions, or Reactions.
If you fail the contested saving throws, a number of negative effects can happen.
- If your Target beats you at the Wisdom Saving Throw, then you take 8d6 psychic damage and are launched back 15 feet.
- If your Target beats you at the Charisma Saving Throw, then you fall unconscious.
- If your Target beats you at both, you are subjected to the Nullified Condition instead.
Once you use this feature, you can’t use it again until you finish a long rest. The nullified condition lasts until you take a long rest, or concentration is broken (as if concentrating on a spell.)
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