Fighter
Base Class: Fighter

You are a Spirit Guardian, a warrior not just trained in the various arts of weapons but also charge, or naturally inclined to the very spirits of the elements. And due to this connection are imbued with gifts and powers from the chosen spirits that who have taken as your charge. Your strength coming less from your martial prowess but from the buff and protections that your spirits give you to assist you in your journey together making you a powerful fighter of one of the for natural powers.  

Speak the elements

Beginning at 3rd level you now know how to speak and understand Primordial, as well as what ever language type is connected to the element type you picked, Aquan for water, Terran for earth, Auran for air and Ignan for fire.

Call upon the elements

At 3rd level you have spent enough time and are close enough to one particular type of spirit that you can call on them for protection and some additional benefits. 

Choose one of the four main elements, fire, water, earth and air, this will be the element you are connected to for the rest of the game, once picked you gain access to counter rival and the element's  personnel benefits.  

 Counter rival, as an action you  call for the weakest of your chosen spirits to help counter there direct rival. What ever is your elements direct opposite so water and fire, earth and air you are for one minute resistant to your rivals damage, so for water fire, for fire cold, for earth lighting, for air posion.     

Additionally you gain another benefit based on your element. For water you are immune to the grapple/ restrained condition, for air you gain an extra ten feet of movement and none magic difficult terrain does not effect you, for earth you are immune to being knocked prone and also resist slashing damage, for fire you are immune to being set alight and when ever someone (within the minute)  hits you for a melee attack they take 1d4 damage. 

You may use this feature as many times per day as your proficiency bonus, regain on a short/long rest.     

   

Cantrips

At 3rd level you gave two cantrips from your chosen element, any cantrip can be picked from any list, but must either contain that element, (shape water, for water), or have that elements damage type (earth posion spray), use your charisma modifier for spell casting, you may also upon reaching new levels replace one cantrip with another along as it still meets above requirments.  

Elemental surge

At 7th level your prowess in battles and other deeds along your adventure has caught the notice of the more powerful spirits. You have done well in your journey and these elementals now look to give you the power to be a champion, surrounding you with their form giving a new elemental appearance  . to this as a bonus action once per day for ten minutes you gain new benefits based on your element. 

For Water you gain on all dex checks and saves, as well as resist acid damage. For fire You are now immune to fire damage and can burn bright enough to make a 60f light radius centered on you. For air you gain a fly speed equal tp your walk speed and advantage of all saves against being restrained in any way including from spells (hold person and such). For earth you are immune to the petrified condition and can burrow at your walk speed.  

  

Hinder rival

At 15th You have gained the knowledge to not only call the elements to your side but to organize them to the attack to assist you hinder the power of a strong foe using your rivals damage. You can now as an action instead of using your counter rival ability choose one target and make it a charisma save using your once spell save as success determiner. On a failure that creature for one minute must half all damage that is of your rival, (if you are water and they are fire all their fire damage is halved, if you are air and they use posion they half that as well), not including any other halving that may be done (passing a dex save against a breath attack and such)while using this feature you can not use the counter rival feature and lose one use of that feature every time you use this one

Element form

At 18th level you are no connected to the very plane whos spirits you formed a bond with so long ago, as such you can as an action now take the form making you look as sort of cross between the element and your humanoid form. In this form look at the statics of the genies from the dnd monster manual, looking at the one from your element, for the next hour you may their statics in attributes (str dex ect) that they are higher in then you are, as well as one special ability they have ( A efreeti fire balls, a Dijinni whirlwind) this feature does not stop you from using counter or hinder rival but can not be used in conjunction with elemental surge.       

Magic of the elements

At 10th level. With the second hand power of the elements as they fuse into your body your ability to control their element grows. you can now know a number of spell up to your charisma modifier that once again either have your element or its damage type in it, all can be up 4th level, either way you can cast these up to six times per day (all spells not each six times) and all at their highest level (fourth) using you chiasma modifier,  you regain uses of these spells after a long rest..   

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