Fighter
Base Class: Fighter

A warrior of the highest calibre. A warrior who can harness and control even the power the elements themselves to fight along side them. The strength of will and a small helping of ancient magic allow these warriors to enhance their power and use it against others to destroy those who seek t block the path of the ancients. Whether you decide to master just one element or wield them all, your foe with trembling panic when the sound of your crackling blades rips the air. 

Weapons of Beautiful Light

Beginning when you choose this archetype at 3rd level, as an action you can choose an elemental type between Fire, Ice, Lightning or Thunder. Each will provide a number of d4's elemental damage of that type to a weapon that you are holdings damage equal to your proficiency modifier. This effect finishes one you hit a target and if you miss an attack against a creature, they must make a dexterity save with a DC equal to the attack roll + your DEX modifier, on a success they take no damage and on a fail they take damage from the elemental effect equal to the extra damage that would happen. This does not remove the effect.

Blast of Blinding Light

Starting at 7th level, as an action you can fire a bolt of energy at an enemy within 60f directed from your held weapon, this blast will strike all creatures within a 15ft sphere. These creatures must make DEX saving throws with a DC equal to your dexterity ability score; on a fail, the creature takes a number of d6's damage equal to your 10 + proficiency modifier + dexterity modifier and half that on a success. This ability can be uses once every long or short rest.

In addition, if the weapon this blast is being sent from has the ability Weapons of Beautiful Light active it will deal the extra damage as it would if the target was hit by that weapon.

At 10th level, this ability can be used twice every long rest, 3 times at 15th level and 4 times at 18th level.

Blinding Dash

At 10th level, you gain the ability to ,as a bonus action dash 30ft in any direction, passing through all creatures and ignoring opportunity attacks. You may chose a number of enemies equal to you dexterity modifier, these enemies must make a dexterity saving through equal to 10 + dexterity modifier + proficiency bonus. On a fail, the target takes a number of d6's damage equal to your proficiency modifier and half that on a success. This ability may only be used 3 times per long or short rest.

Alluring Clash

Starting at 15th level, your weapon attacks score a critical hit on a roll of 19–20. When  you land a critical hit you can chose to create an explosion of energy of a specific type (Fire, Ice, Lightning or Thunder) that hits all enemies within 5ft of the creature you've hit. All creatures in the area (except for you) must make a DEX saving through with a DC equal to 10 + dexterity modifier, on a fail they take elemental damage equal to half of your original weapon damage and on a success they take no damage.

Spark of the Star

Starting at 18th level, as long as you are under half health, every turn you may use an action to activate Spark of the Star. When you do this: your movement speed is doubled, you gain an extra attack and you may use Blast of Blinding Light/Weapons of Beautiful Light as a bonus action instead of an action.

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