Base Class: Fighter
Elemental warriors have learned to bend the elements to their will, providing them significant advantages in battle. Becoming an elemental warrior is no easy feat, and it often requires years of training in specialist dojos. Some individuals with a natural affinity for the elements, such as the genasi or teiflings, might find it a little easier to grasp the techniques required to learn this skill. Once mastered, an elemental warrior can make a powerful ally, or a fearsome foe.
The first elemental warriors probably learned from druids or clerics, or spent time on the elemental planes of water, fire, earth or wind.
Planar Connection
When you choose this martial archetype at 3rd level, your elemental bond provides you with unusual knowledge and skills. You can speak, read, and write Primordial, and you gain proficiency in one of the following skills of your choice: arcana, history, nature, perception.
Elemental Affinity
At 3rd level, when you choose this martial archetype, you choose an element and gain its feature. You can choose an additional element at 15th level.
At your option, you also gain minor physical attributes that are reminiscent of your element. For example, if you choose to harness the element of fire, your eyes might take on a glow like a dancing flame.
Air
As an action, you give yourself a flying speed equal to your current walking speed that lasts for 1 minute, during which you can stand on thin air. You can use this action once per long rest. The number of times you can use this action increases to 2 at 9th level and 3 at 15th level.
Earth
Your hit point maximum increases by your current level and increases by 1 again whenever you gain a level in this class. In addition, you gain a +1 to your AC.
Fire
As a bonus action, you can cause a weapon you are wielding to become wreathed in flame. The next time you hit a creature on this turn with a weapon attack using that weapon, you deal an additional 1d8 fire damage. The damage increases to 2d8 at 9th level and 3d8 at 15th level.
Water
As a bonus action, you can touch a friendly creature and heal it. That creature regains a number of hit points equal to 5 times your proficiency bonus. You can use this bonus action once per long rest.
Trained Resistance
At 7th level, you can choose one of the following elements and gain resistances depending on the element type. You can change your chosen element type for this feature whenever you finish a long rest.
Air. You gain resistance to lightning and thunder damage.
Earth. You gain resistance to bludgeoning and slashing damage.
Fire. You gain resistance to fire and poison damage.
Water. You gain resistance to acid and cold damage.
Elemental Ally
From 10th level, you gain the ability to summon an elemental spirit to fight alongside you. As an action, you call forth the elemental spirit. It manifests in an unoccupied space that you can see within 30ft of you.
This corporeal form uses the Elemental Spirit stat block, which uses your proficiency bonus in several places. When you use this feature, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears after 1 minute or when it drops to 0 hit points. The spirit also disappears if you fall unconscious.
The spirit is an ally to you and your companions. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. In addition, you can use a bonus action to allow the spirit to use its reaction to make one slam attack against a creature within range.
You can only summon the spirit once per long rest.
ELEMENTAL SPIRIT
Medium elemental
Armor Class 12 + your proficiency bonus
Hit Points 20 + 10 times your proficiency bonus
Speed 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)
Damage Resistances acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)
Damage Immunities poison; fire (Fire only)
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Primordial, understands the languages you speak
Challenge — Proficiency Bonus equals your bonus
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Actions
Multiattack. The elemental makes a number of attacks (min. 1) equal to one quarter of your level in this class (rounded down)
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 5 + your proficiency bonus bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).
Additional Elemental Affinity
At 15th level, you choose another element from which to gain strength as part of the Elemental Affinity feature.
Master of the Elements
Beginning at 18th level, you can use an action to control the elements into a vortex around you. When you use this action, choose an element: Air, Earth, Fire or Water. The effects of the vortex change depending on the element you choose. The vortex lasts for 1 minute or until you fall unconscious. You can only use this feature once per short rest.
On subsequent turns whilst this feature is active, you can use a bonus action to change the elemental type of the vortex, thus changing its effect.
Air. Your movement speed increases by 15 feet and you have advantage on Dexterity saving throws for the duration.
Earth. You gain a +1 bonus to your AC and you have advantage on Strength saving throws for the duration.
Fire. For the duration, the first time a creature moves within 5ft of you on their turn or starts their turn within 5ft of you, that creature takes 10 fire damage.
Water. For the duration, at the start of each of your turns, you regain 5 hit points.
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