Fighter
Base Class: Fighter

Weapon Bond: Similar to Eldritch Knights, Elemental Savants can bond with a weapon at 3rd level, infusing it with their will, and using it to channel their power. This bonded weapon can be summoned, teleporting it to the Savant's hand as a bonus action as long as it is on the same plane of existence. This bonding can be conducted over the course of a long rest, as long as the Savant is not separated from the weapon.

 

The Savant cannot be disarmed of their weapon unless they are incapacitated. The Savant may only have one bonded weapon at a time.

While wielding a bonded weapon--and only while wielding a bonded weapon--the Savant gains access to the Absorb Elements using his Surge charges. The additional damage from this spell adopts the element type of an Elemental Surge if a Surge is used in conjunction with the strike using the cantrip's damage.

 

Elemental Conduit

When you reach 3rd level, you gain the ability to channel Elemental Surges with your bonded weapon. You learn three Surges at 3rd level from the list below. You can only use one Surge per attack. You may use a Surge equal to 2x your proficiency bonus. You inflict these Surges as acts of pure will, and your DC for effects that call for saving throws is 8 + Profiency + Your Wisdom Modifier. Damage from Elemental Surges is not reduced by saving throws.
 
You learn two additional surges of your choice at 7th, 10th, and 15th level. You can switch out these Surges over the course of a long rest.
 
During a short rest, you regain 1 Surge charge.
 
Surge damage is dependent on levels in this class, represented by Surge Dice, as follows:
 
Level 3: 2d4
Level 7: 3d4
Level 10: 4d4
Level 15: 5d4
Level 18: 6d4

Acrid Vortex

After hitting with an attack, you can use a Surge to draw up from the ground a swirling torrent of stinging brine around your target, causing acid damage, and reducing their AC by 2 until the end of their next turn unless they can succeed in a Dexterity saving throw.

Body of Earth

You can use a bonus action to consume a Surge and enhance your defenses. You gain +2 AC and temporary hitpoints equal to 5 + your Surge Dice roll as you coat yourself in chunks of stone and raw iron drawn from the earth. Maintaining the additional AC requires concentration, and lasts for 1 minute.

Dread Sweep

After hitting with an attack, you can use a Surge to cause the ground under your opponent to sap their energy as the earth hungers, drawing them toward an early grave. The strike causes necrotic damage, and the creature must succeed in a Wisdom saving throw or be restrained by the fear of death.

Fetters of Rime

After hitting with an attack, you can use a Surge to cause cold damage and slow your target. They must make a Constitution saving throw, or be encased in creeping fingers of frost, robbing of the ability to take reactions or bonus actions until the end of their next turn. They also have their movement speed reduced  by half.

Flamefang Strike

After hitting with an attack, you can expend a Surge to wreathe your weapon in flame, causing fire damage. If the enemy takes this fire damage, it is also ignited until it can make a Dexterity saving throw, taking additional fire damage equal to your Surge Dice roll at the start of its turns until it makes a successful saving throw, taken at the end of each of its turns, or uses its action to extinguish the flames. Another creature can extinguish the flames using their action as well.

Galewind Flash

You can expend a Surge to propel yourself 15 feet toward an opponent as part of an attack, which causes additional force damage on hit. This requires unobstructed view of the target, and a clear movement path, but can be used against airborne targets. You elect to use this Surge before making an attack, and you do not take falling damage until the start of your next turn after using it, regardless of whether it hits.

Mind Shatter

After hitting with an attack, you can use a Surge to weaken the focus of your target as psychic energy assails their mind, causing psychic damage, and conveying disadvantage to their next attack roll before the end of their next turn unless they make an Intelligence saving throw.

Skycaller's Thrust:

After hitting with an attack, you can use a Surge to cause lightning damage. Your target must succeed in a Constitution saving throw or be stunned until the start of their next turn as lightning falls upon them with your weapon's strike.

Spiritual Beckoning

As part of an attack, you can give or take life energy from the creatures around you through your bond with the elements. Use a Surge to heal yourself for 4 + your Surge Dice roll, OR you may forego the attack and use a full action to touch a target within 5 feet to convey the same life energy to them, drawing upon the life energy of plants and wildlife in the area.

Sunbeam Burst

After hitting with an attack, you can use a Surge to release a radiant burst of light, causing radiant damage to all creatures within 5 feet of your target. Your targets must succeed in a Dexterity saving throw or be blinded until the end of their next turn.

Thunderwing Blow

After hitting with an attack, you can use a Surge to unleash a powerful shockwave, causing thunder damage and forcing the target to make a Strength saving throw or be knocked prone.

Wave-Steel Clash:

After hitting with an attack, you can use a Surge to strike your target with Force damage and drive them 10 feet straight away from you, unless they make a Strength saving throw.

Wyvern's Sting:

After hitting with an attack, you can use a Surge to poison your target and cause poison damage. If the target fails their Constitution saving throw, they are poisoned for 3 turns.

Force of Nature

Force of Nature:

At level 7, you can draw upon your will to convey the maximum possible damage with your strikes. As a free action following a successful attack roll that uses your bonded weapon, you can elect to maximize the damage of all dice rolled in that attack. You can use this ability a number of times equal to your proficiency bonus per long rest.

The Bond Between All Things

The Bond Between All Things:

At 10th level, you can give your bonded weapon the Thrown property (50/100), and your Surges can be used on thrown attacks.

Additionally, when you use Force of Nature with a Surge, your elemental damage ignores enemy resistances.

Walker-On-The-Waves

Walker-On-The-Waves

At 15th level, you are no longer hindered by difficult terrain. You can walk across liquid surfaces (water, lava, grease, etc.) without suffering any ill effect, as long as you end your movement on a solid surface.

Additionally, if you succeed on a Dexterity saving throw against an elemental spell's area of effect, you may use your reaction to cast Absorb Elements and reduce the damage dealt to you to zero if you have remaining Surge charges left to do so.

Fifth Element

Fifth Element:

At 18th level you may coat or infuse your weapon with raw Silt as part of bonding with a weapon, or during a long rest with your bonded weapon. This allows you to select one element (acid, fire, cold, lightning, or thunder) and imbue your blade with it, causing an additional 1d8 damage of that element on successful attacks.

 If you ever start combat without Surge charges, you draw upon your strength of will to gain 2 Surge charges.

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