Fighter
Base Class: Fighter

Chosen by the Elements
Fast, sharp movements.  Powerful, quick jabs and kicks. A figure stands, using their element as an extension of their body, mixing bending with powerful, physical martial arts into a fluid form to pummel their foes with the force of their ki.  For some, bending talent and skill is a spiritual experience, a way of life that guides them through life's challenges as a kind of guide.  For a pro-bender, however, bending is to be used for fighting, to take down one's opponents.  Pro-benders take the combat side of bending and typically shun its spiritual origins, using bending as a means to an end.  A pro-bender learns many amazing tricks with their bending, and look at traditional benders as being behind the curve.  Nothing gives a pro-bender a rush like learning a new technique or discovering a new skill, and a pro-bender will always be the one to take it to the extreme and never look back.

As a bender, you have the supernatural ability to manipulate your element. When you choose this archetype at 3rd level, you must choose an element: fire, air, water, or earth. From that point on, you are a firebender, airbender, waterbender, or earthbender. You can't choose another element, nor can you control more than one.
 

Basic Bending

As a practitioner of the ancient arts, you channel the essence of your chosen element through precise physical movements, gaining mastery over its fundamental forces.

Air

You feel the breath of the winds, learning to manipulate air currents with graceful, sweeping motions. Your abilities allow you to guide gentle breezes or summon gusts strong enough to buffet your foes, embodying the freedom and elusiveness of air.

Earth

Through stances rooted deep in tradition, you command the stones and soil around you. Your connection with the earth grants you the power to raise barriers of jagged rock and travel on shifting grounds, reflecting the steadfastness and resilience of the earth.

Fire

Harnessing the inner spark that fuels life and destruction alike, you awaken your fire bending skills. With each flick of your wrist, you can ignite flames that dance at your command or unleash bursts of fire, capturing the fierce and unyielding spirit of fire.

Water

Your movements flow like the tides as you bend water to your will. With the fluidity of a coursing river, you manipulate water to shield your allies or lash out at enemies, exemplifying the adaptability and depth of water.

Pro-Bender

Bending the elements comes naturally to you - with ease, even.  You've taken advantage of rigorous training and natural born talent and developed a set of skills that is not only recognized by other benders, but respected - and maybe even feared by some.  Upon reaching 3rd level you gain the following abilities:
 
Elemental Strike
You can blast an opponent with an elemental strike, and you can use your elemental strike when you attack with a weapon.  Your elemental strike has the following properties:
You roll a d6 for the damage of your elemental strike.  Your elemental strike is a ranged weapon with a normal range of 20 feet, or a long range of 60 feet. When attacking a target beyond normal range, you have disadvantage on the attack roll.  You can't attack a target beyond the strike's long range.  Despite being a ranged weapon, you do not have disadvantage on attack rolls with your elemental strike when a hostile creature is within 5 feet of you, nor when attacking a creature that is prone within 20 feet of you. 

KiDice
You start with four Ki Dice, which are d6s, and you expend one whenever you use a shot. You regain them all when you finish a short or long rest.  You gain another Ki Die at 7th level and one more at 15th level.

Air Strike

With an Air Strike, you harness the swift and forceful nature of wind, unleashing a devastating assault on your opponent. When executing your attack, you roll a six-sided die (d6) to determine the bludgeoning damage inflicted by your Air Strike. The strike manifests as a concentrated gust of wind, battering your target. As a ranged weapon, your Air Strike has a normal range of 20 feet, allowing you to send forth powerful bursts of air towards your foes. However, if you aim for a target beyond the normal range, the difficulty increases, and you suffer from disadvantage on the attack roll. You cannot strike a creature located more than 60 feet away with your Air Strike. Fascinatingly, despite being a ranged weapon, you do not suffer from disadvantage on attack rolls when a hostile creature is within 5 feet of you, or when attacking a prone creature within 20 feet of you. Harnessing the power of air enables you to utilize your Strength instead of Dexterity for both the attack and damage rolls of your Air Strike. Additionally, when you reduce a creature to 0 hit points, you have the choice to render them unconscious rather than delivering a lethal blow. As a bonus action, you can unleash an additional Air Strike when you take the Attack action on your turn, provided you have proficiency with the weapon you are using, including your elemental strike.

Earth Strike

With an Earth Strike, you channel the raw might of the earth itself, bringing down its weight upon your opponent. Similar to the other elemental strikes, the damage inflicted by your Earth Strike is determined by rolling a six-sided die (d6), resulting in bludgeoning damage. Your Earth Strike can be executed as a ranged attack, with a normal range of 20 feet, allowing you to pummel your adversaries with rocks and debris. However, engaging targets beyond the normal range comes with disadvantages, and you have a harder time hitting them, resulting in disadvantage on the attack roll. The maximum range for your Earth Strike is 60 feet, and you cannot strike foes beyond this distance. Notably, you do not suffer from disadvantage when attacking with your Earth Strike while a hostile creature is within 5 feet of you, or when targeting a prone creature within 20 feet of you, despite it being a ranged weapon. Utilizing the might of the earth grants you the option to use your Strength instead of Dexterity for both the attack and damage rolls of your Earth Strike. Furthermore, when you reduce a creature to 0 hit points, you possess the choice to render them unconscious instead of delivering a fatal blow. As a bonus action, you can unleash an additional Earth Strike when taking the Attack action on your turn, as long as you have proficiency with the weapon you are using, including your elemental strike.

Fire Strike

You channel the intense power of fire into a devastating strike. As you make your attack, flames burst forth from your weapon, engulfing your opponent. When using your Fire Strike, you roll a six-sided die (d6) to determine the damage dealt, which manifests as scorching bludgeoning damage. Your Fire Strike is a ranged weapon with a normal range of 20 feet, allowing you to launch fiery projectiles at your foes. However, if you target an enemy beyond the normal range, the difficulty increases, and you have disadvantage on the attack roll. The maximum range of your Fire Strike is 60 feet; you cannot strike a target beyond this range.
Interestingly, despite being a ranged weapon, you do not suffer from disadvantage when attacking with your Fire Strike while a hostile creature is within 5 feet of you, nor when targeting a prone creature within 20 feet of you. Harnessing the power of fire grants you the flexibility to use your Strength instead of Dexterity for both the attack and damage rolls of your Fire Strike. Moreover, when you successfully bring a creature to 0 hit points, you possess the ability to choose whether to spare their life, rendering them unconscious instead of dealing a lethal blow. Finally, as a bonus action, you can unleash an additional Fire Strike when you take the Attack action on your turn, provided you have proficiency with the weapon you are using, including your elemental strike.

Water Strike

Harnessing the fluid power of water, you conjure a formidable Water Strike to unleash upon your opponent. When making your attack, you roll a six-sided die (d6) to determine the bludgeoning damage inflicted by your Water Strike. This strike takes the form of pressurized water, slamming into your target with force. As a ranged weapon, your Water Strike has a normal range of 20 feet, enabling you to project surging water at your enemies. However, if you target a creature beyond the normal range, you suffer from disadvantage on the attack roll due to the increased difficulty. Your Water Strike cannot reach targets located more than 60 feet away. Interestingly, despite being a ranged weapon, you do not incur disadvantage on attack rolls when a hostile creature is within 5 feet of you, nor when attacking a prone creature within 20 feet of you. The nature of water allows you to utilize your Strength instead of Dexterity for both the attack and damage rolls of your Water Strike. Additionally, when you bring a creature to 0 hit points, you possess the ability to choose whether to spare them, rendering them unconscious rather than dealing a lethal blow. You can also unleash an additional Water Strike as a bonus action when taking the Attack action on your turn, provided you have proficiency with the weapon you are using, including your elemental strike.

 

Trick Shot

You learn three trick shots. You can use only one trick shot per attack.  You learn two additional shots of your choice at 7th, 10th, and 15th level. Each time you learn new trick shots, you can also replace one shot you know with a different one.

Broken Base

When you hit a creature with an elemental attack, you can expend one Ki Die to attempt to knock the target down. You add the Ki Die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Disarming Shot

When you hit a creature with an elemental attack, you can expend one Ki Die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the Ki Die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Shot

When you hit a creature with an elemental attack, you can expend one Ki Die to distract the creature, giving your allies an opening. You add the Ki Die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Double Shot

When you hit a creature with an elemental attack, you can expend one Ki Die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your Ki Die. The damage is of the same type dealt by the original attack.

Elemental Assault

When you hit a creature with an elemental attack, you can expend one Ki Die to attempt to drive the target back. You add the Ki Die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Feinting Shot

You can expend on Ki Die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the Ki Die to the attack's damage roll.

Goading Shot

When you hit a creature with an elemental attack, you can expend one Ki Die to attempt to goad the target into attacking you. You add the Ki Die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Graceful Fighting

When you move, you can expend one Ki Die, rolling the die and adding the number rolled to your AC until you stop moving.

Lunging Shot

When you make an elemental strike on your turn, you can expend one Ki Die to increase the short range of that elemental strike by 10 feet, and the long range by 30 feet. If you hit, you add the Ki Die to the attack's damage roll.

Maneuvering Shot

When you hit a creature with an elemental attack, you can expend one Ki Die to maneuver one of your comrades into a more advantageous position. You add the Ki Die to the attack's damage roll, and you choose a friendly creature which can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Shot

When you hit a creature with an elemental attack, you can expend one Ki Die to attempt to frighten the target. You add the Ki Die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Parry

When another creature which is within 5 feet of you damages you with a weapon attack, you can use your reaction and expend one Ki Die to reduce the damage by the number you roll on your Ki Die + your Strength or Dexterity modifier.

Rally

On your turn, you can use a bonus action and expend one Ki Die to bolster the resolve of one of your companions.
When you do so, choose a friendly creature which can see or hear you. That creature gains temporary hit points equal to the Ki Die roll + your Charisma modifier.

Shot Caller

When you take the Attack action on your turn, you can use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature which can see or hear you and expend one Ki Die. That creature can immediately use its reaction to make one weapon or elemental attack, adding the Ki Die to the attack's damage roll.

Quick Recovery

Quick Recovery
Beginning at 7th level, you can spend a Ki Die as a bonus action to recover your stamina. Roll the Ki Die. You regain a number of hit points equal to the number rolled plus either your Wisdom modifier (if you are a waterbender or airbender) or your Charisma modifier (if you are a firebender or earthbender).

Elemental Master

Elemental Master
At 10th level, your Ki Dice turn into d8s. At 18th level, they turn into d10s.  Creatures with resistance to your element take normal damage, and creatures with immunity take half damage.

Supreme Focus

Supreme Focus
Starting at 15th level, when you roll initiative and have no Ki Dice remaining, you regain 1 ki die. If you use a full round action for Supreme Focus you regain 2 ki dice. Supreme Focus also grants the following: When an attack is made within range of your elemental strike - you may elect to use your reaction to strike the attacker OR their target. Alternatively, when you are the target of an attack - you may elect to use your reaction to create a wall of cover, effectively acting as the "Shield" spell.

Ki Alignment

At 18th level you have discovered how to manipulate the ki of yourself and others around you.  If at the start of your turn, you have no ki dice you can use a bonus action to regain 1d4 ki die to your pool.

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