Base Class: Fighter
Elemental Warriors are fighters who have learned to harness the primal forces of nature. They channel the power of fire, water, air, and earth into their combat techniques, using these elemental forces to enhance their physical abilities and devastate their enemies.
Elemental Attunement
When you choose this archetype at 3rd level, you attune yourself to one of the four elements: fire, water, air, or earth. This attunement grants you a specific benefit and an associated cantrip that you can cast at will. The cantrip does not count against the number of cantrips you know.
Fire: You gain resistance to fire damage and learn the *Fire Bolt* cantrip.
Water: You gain resistance to cold damage and learn the *Ray of Frost* cantrip.
Air: You gain resistance to lightning damage and learn the *Shocking Grasp* cantrip.
Earth: You gain resistance to acid damage and learn the *Mold Earth* cantrip.
Air
You gain resistance to lightning damage and learn the Shocking Grasp cantrip.
Earth
You gain resistance to acid damage and learn the Mold Earth cantrip.
Fire
You gain resistance to fire damage and learn the Fire Bolt cantrip.
Water
You gain resistance to cold damage and learn the Ray of Frost cantrip.
Elemental Strike
Starting at 3rd level, you can infuse your weapon strikes with elemental power. Once per turn when you hit a creature with a weapon attack, you can deal an extra 1d6 damage of the type associated with your chosen element (fire, cold, lightning, or acid). This damage increases to 2d6 at 10th level and 3d6 at 18th level.
Elemental Shield
At 7th level, you can create a protective barrier of elemental energy. As a reaction when you take damage, you can reduce the damage by an amount equal to 1d10 + your Fighter level. The type of damage reduced must be the same as the damage type associated with your chosen element (fire, cold, lightning, or acid). Once you use this feature, you can't use it again until you finish a long rest.
Elemental Burst
You can unleash a burst of elemental energy to disrupt your foes. As an action, you can force all creatures of your choice within a 15-foot radius to make a Dexterity saving throw (DC = 8 + your proficiency bonus + Dexterity modifier). On a failed save, a creature takes 4d6 damage of the type associated with your chosen element and is knocked prone. On a successful save, a creature takes half as much damage and is not knocked prone. Once you use this feature, you can't use it again until you finish a long rest.
Elemental Convergence
At 15th level, you have learned to blend the energies of your attuned element to empower your attacks. When you hit a creature with a weapon attack, you can choose to deal additional damage equal to your Fighter level. Once you use this feature, you can't use it again until you finish a long rest.
Elemental Avatar
At 18th-level you become an avatar of elemental power. You gain immunity to the damage type associated with your attuned element. Additionally, when you use your Elemental Burst, the area of effect increases to a 30-foot radius, and the damage increases to 8d6.
Air
You gain immunity to lightning damage.
Earth
You gain immunity to acid damage.
Fire
You gain immunity to fire damage.
Water
You gain immunity to cold damage.
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