Base Class: Fighter
In the aftermath of destruction wrought by the elemental cults that fester across the realm, a group of able minds and able bodies came together to push back the foreign menace, as the cultists agendas consisted of calling forth entities from the various lands of the elemental planes. The group, in time formed a guild of specialized fighters, supported by intelligent minds to craft them arms worthy of fighting the elemental hoard. Overtime the minds of the guild taught these fighters the ways of forging their own weapons, word spread and hope rises as these fighters could expand their hunting grounds without the need for support. With rising fame, the guild grew and traditions were made in the preparation of new bodies. With the weeks of training accomplished and a weapon forged, those new bodies can rightfully earn the title of Elemental Wardens.
Happy Hunting, Warden
Burst Weapon
When you choose this archetype at 3rd level, you create your Burst Weapon. The Burst weapon is the foundation of your martial fighting style as it helps bring forth the elemental energies from your Elemental Core. Choose a simple or martial weapon to become your Burst Weapon.
The Burst weapon comes with a number of charges equal to 2 + your intelligence modifier (Minimum 2). As a bonus action, you can consume a charge from your Burst Weapon to enhance the damage of your next hit, the bonus damage is 1d6, the type of damage is determined by your Elemental Core (Feature Below). This bonus damage increases as you gain levels in this class; 2d6 at 7th, 3d6 at 10th, and 4d6 at 15th.
The weapon is magical for the purpose of overcoming resistances. Active charges will expire after one minute or on the next successful hit. You regain all expended charges after a Short Rest rest.
Weapons you come across be them magical or mundane can be made into a Burst Weapon, you must have tinker's tools on hand, and must spend a day of downtime to make the necessary modifications to house your elemental core within the new weapon.
Elemental Core
At 3rd Level, You gain proficiency with Arcana and Tinker's Tools
You begin building a core of elemental magic for your Burst Weapon, choose an Elemental Plane of Existence that will be the beginning of your core and your area of expertise. (This will also represent the damage of your Burst Weapon)
- Plane of Fire (Fire)
- Plane of Water (Cold)
- Plane of Earth (Thunder)
- Plane of Air (Lightning)
As you gain levels in this class you can add elemental magics in order to change the affinity of your core to another Elemental Plane of Existence; Choose another Elemental Plane at 7th,10th, and 15th Level. In order to change your Elemental Core to another element, you must spend an uninterrupted hour with your Tinker's Tools and your Burst Weapon.
(Optional Method: Instead of obtaining the Elemental Magics via later levels, DM and player can work together to create a hunt for elemental magics. Whether it be a heart of an earth elemental, a font of magic from the plane of fire, a bottle with a captured air elemental, or a relic from the plane of water. After which, you must spend an hour uninterrupted with Tinker's Tools and your Burst Weapon to add the elemental magic to your core.)
Influence of the Planes
Beginning at 7th level, constant exposure to elemental magics have given you power and resilience to more easily fight the denizens on the planes.
You gain resistance to damage based on the current elemental plane of your Elemental Core.
Based on which elemental planes you have within your elemental core, you learn one cantrip from the following:
- Plane of Fire (Control Flames)
- Plane of Earth (Mold Earth)
- Plane of Water (Shape Water)
- Plane of Air (Gust)
Intelligence is your spellcasting ability for these cantrips
Brace for Impact
Starting at 10th level, in the midst of combat you can manipulate the magics within your elemental core to shield you from incoming attacks.
Immediately after you use Second Wind, Action Surge, or Indomitable feature from the fighter class, you can use a charge from your Burst weapon to roll the bonus damage as temporary Hit Points for yourself.
Bane of the Elements
At 15th level, your mastery over manipulating elemental magics has granted you the ability to fight fire with fire.
The bonus damage from your Burst Weapon charges now deals necrotic damage to elementals of the same affinity as your Elemental Core.
(Ex. If your Elemental core is set to the Plane of Fire, your charges deal necrotic damage to fire elementals)
Overload
At 18th level, you've learned how to pull from the immense pool of magic that dwells within your Elemental Core to push your body past mortal limits for a time and a cost.
You can spend 2 charges from your Burst Weapon to grant yourself the following for 1 minute or until you fall unconscious:
- You are Immune to the Damage of the current affinity from your Elemental Core.
- Your attacks deal 2d6 bonus damage, type is dependent on Elemental Core affinity.
- You have advantage on Strength checks and Strength saving throws.
- At the start of each of your turns, you regain 10 hit points.
- You can dodge, disengage, or dash as a bonus action.
After this effect ends, you suffer 2 levels of Exhaustion. (Bane of the Elements applies to this feature)
Previous Versions
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4/20/2020 10:43:57 PM
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