Base Class: Fighter
A fighter of this caliber has fought more monsters and elementals than he can count. With his experience and travel across the plains he has gained the ability to change the essence around and within him to grant buffs and resistances to all types of elements. Some say giving enough time he could even create a new one.
Elemental Attunement
With his knowledge of the elements being limited he is only able to choose from a select few elements to deal additional damage with. As he learns more and more elements will be displayed. You are able to change the type of damage you do up to equal your level per long rest. The chosen type will deal an additional 1d6 damage that will increase with your level.
Elemental Resistance
With his experiences throughout the elemental planes, the Elemental Dualist has been conditioned to survive the worst. As a reaction, you are able to gain temporary resistance to elemental damage. The resistance lasts for one attack but will increase as you level up. You are able to use this ability a number of times equal to your level per long rest.
Elemental Burst
With his recent power surges, the Elemental Dualist has developed the ability to expel the power out of his body in a volatile form. Starting at level 7 you are able to use the Fire Shot, Ice Dance, and Lighting Dash up to three times per long rest. you gain another use at 10th, 15th, 18th, and 20th level.
Elemental Armor
You have survived in the elemental planes and have been exposed to the essence long enough to not feel some of its effects. Once per short rest, you can pick an elemental armor to gain benefits from. The armor forms around you and can not be taken off until the end of another short rest.
Fire Armor
This armor is hot to the touch to anyone other than you, when touched they take 4d6 fire damage. With this armor, you are granted resistance to Fire damage and can no longer have the burn condition.
Ice Armor
This armor is cold to the touch to anyone other than you, when touched they take 4d6 cold damage. With this armor, you are granted resistance to Cold damage and can no longer be frozen.
Lighting Armor
This armor is shocking to the touch to anyone other than you, when touched they take 4d6 lighting/thunder damage. With this armor, you are granted resistance to Lighting and Thunder damage and can no longer have the stun or paralyzed condition. Along with this, you are also granted +10 walking speed.
Necrotic Armor
This armor is deadly to the touch to anyone other than you, when touched they take 6d6 necrotic damage. With this armor, you are granted resistance to Necrotic damage and can no longer have the frightened condition.
Poison Armor
This armor is acidic to the touch to anyone other than you, when touched they take 4d6 acid damage. With this armor, you are granted resistance to Acid and Poison damage and can no longer have the poison condition.
Radiant Armor
This armor is hot to the imbued with a divine power that hurts anyone that isn't the wearer when touched they take 6d6 Radiant damage. With this armor, you are granted resistance to Radiant damage and can no longer have the blind condition.
Void Armor
This armor is the strongest armor to ever exist. Only one other being in existence that has been able to touch void essence and not dye is Krayture. This armor gives you resistance to all forms of elemental damage but not their other immunities. If anyone is stupid enough to touch this armor if their max health is less than 100 they are instantly killed. Otherwise, they are sent directly to the astral plane. With this armor, you are also able to phase in and out of the astral plane granting you the ability to teleport up to 60 feet away to an unoccupied space.
Elemental Mastery
Throughout the course of many many years, you have managed to master all there is to essence. You are able to fully incase yourself in essence granting you superhuman abilities. Up to 5 times per long rest you are able to become a demi-elemental of any element granting you immunity to the chosen elements damage. Along with this, you gain a +10 to attack rolls and gain an additional 2d100 to your attacks. Along with this while in this form, you gain 100 temporary hit points and a stat boost depending on the element listed below. This form lasts for 5 turns after which all essence within you dissipates. When this happens you can not use any abilities utilizing essence on your next turn.
Fire - 30 in Strength
Ice - 30 in Charisma
Lighting - 30 in Dexterity
Poison - 30 in Constitution
Radiant - 30 in Wisdom
Necrotic - 30 in Intelligence
Elemental Planer Attunment
Traveling throughout the Elemental Planes you have been granted certain buffs depending on which plane you are in.
Plane of Fire - If you are surrounded by fire you a gifted a flaming rage that grants a +2 to attack rolls and damage
Plane of Lighting - You are granted a +20 to walking speed
Plane of Ice - Ice does not count as difficult terrain
Plane of Poison - Gas does not give you the poison condition
Plane of Radiance - You are healed 2d4 every turn in combat
Plane of Death - The ground doesn't deal any damage to you
Previous Versions
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3/9/2022 12:25:12 AM
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15
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Coming Soon
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3/11/2022 4:58:50 AM
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14
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Coming Soon
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