Fighter
Base Class: Fighter

This fighter harnesses the natural elements to bolster his attacks and defenses.

Elemental Aspect

Beginning at level 3, you are able to take on aspects of the natural elements. Using your Action you can harvest the power of one of the four elements: Air, Earth, Fire, or Water. You can do this up to a number of times equal to your Intelligence modifier (minimum 1). The powers you can unleash depends on the chosen element.

Air

Small breezes occasionally emanate from you. You know the cantrip Gust. You can use a bonus action on your turn to Dash or Disengage.

Earth

You know the cantrip Mold Earth. Your carrying capacity is doubled. Dirt and stones shift and fill in the gaps of your armor granting you +1AC.

Fire

A fire burns within you and you feel warm to the touch. You know the cantrip Control Flames. When within you grasp, you can use a bonus action to ignite you weapon in flame, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. Your weapon attacks deal an additional 1d4 fire damage.

Water

Taking the aspect of water you are frequently thirsty. You know the cantrip Shape Water. You gain a swimming speed equal to your walking speed. Your weapon attacks deal an additional 1d4 cold damage.

Speech of the Elements

At level 3, through harnessing the elements you gain a piece of elemental knowledge. You can read, write, and speak Primordial.

Blessings of the Four

At 7th level, you gain additional benefits based on your active Elemental Aspect.

Air - Tailwind

Your walking speed increases by 10 feet. Also, you can cast the spell Levitate once per long rest.

Earth - Dirt Mover

You gain a burrow speed equal to half your walking speed. You cannot breathe while burrowed. See suffocating rules. Also, as a Reaction when an enemy hits a creature within 10 feet of you (including yourself) with an attack, you can cause dust to gather around the creature granting them temporary hit points equal to your class level.

Fire - Internal Flame

You’ve learned the intricate properties of temperature and to manipulate them within yourself. You can use an Action to gain fire or cold resistance for 1 min. You cannot use this feature again until you finish a short or long rest.

Water - Soothing Waters

As an action, you can touch a creature and cause it to regain a number of hit points equal to your fighter level + Intelligence modifier. Once you use this trait, you can’t use it again until you finish a long rest.

Reflect Element

Starting at 10th level, you know the spell Absorb Elements and can cast a number of times equal to your intelligence modifier. You regain uses at the end of a long rest.

Gathering Nature

At 15th level, you have learned additional skills within each elemental aspect.

Air - Squall Punch

Using an action, you can launch a blast of compressed air at a creature or object within 50ft. The creature must make a Strength saving throw against you aspect save DC or be pushed 15 feet away from you and knocked prone.

Earth - Stone Fortitude

You have resistance to nonmagical bludgeoning, piercing, and slashing damage.

Fire - Blazing Fury

You can stoke the fire burning within you and spark a powerful torrent of flame. You have a number of sparks equal to half your level (rounded down) represented by d8s. Using an Action, you can expend sparks to create an explosion with a radius of 15ft centered on you. Each creature, including yourself, within range take damage equal to the roll of sparks expended.

Water - Magical Surge

You can cast the following spells once per long rest at 3rd level: Create or Destroy Water, Ice Knife, Snowball Swarm, Wall of water, Water Breathing.

Elemental Mastery

Now at 18th level, you have learned to master a powerful elemental effect for each aspect.

Air - Untethered

You gain a flying speed equal to your walking speed. You can also cast fly at 5th level once per long rest.

Earth - One with the Ground

You gain seismic sense (blindsight) in a 15 feet radius as long as you are in contact with the ground. You can also cast Earthbind, Wall of Sand, and Wall of Stone once per short rest.

Fire - Phoenix Reborn

Upon dropping to 0 hit points, you can expend one use of Elemental Aspect to restore hit points to yourself equal to your level + INT modifier. You cannot use this feature again until you finish a Long Rest.

Water - Ice Prison

Ice Prison: You cause an explosion of water to instantaneously freeze in a 10ft radius sphere centered on you. All Large or smaller creatures within the radius must succeed on a dexterity saving throw or be restrained. You automatically fail this saving throw. A creature, other than you, restrained by the ice prison can use its action to make a Strength check against your aspect save DC. On a success, it breaks free of the ice. Creatures within the ice are visible but cannot be targeted by projectiles. On a subsequent turn, you can use half your movement to shift through the ice to an unoccupied space outside of the radius. The ice prison persists for 1 hour or until you use a bonus action to dissolve it, freeing all creatures. Each 5 ft square section of the Ice prison has AC 10 and 15 HP. You cannot create another ice prison until you finish a Long Rest.

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