Fighter
Base Class: Fighter

Tapping the reservoir of elemental power within their plane-touched heritage, a Genasi Trueborn is a fighter who augments their physical might with energy-infused weapon strikes, buffs, and barriers of elemental force. 

As a Genasi Trueborn, you might have honed your genasi-elemental abilities through solo discipline, unlocked them under the tutelage of a genasi master, or refined them at a genie palace.

Elemental Talent

3rd-level Genasi Trueborn feature

You harbor a wellspring of elemental power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Elemental Talent die, the starting size of which is a d6 at level 3.

Elemental Talent Options. You can use your Elemental Talent die in the following ways:

Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to roll your Elemental Talent die and reduce the damage taken by the number rolled plus your Constitution modifier (minimum reduction of 1), as you create a momentary shield of pure elemental force. Note that any damage reduction is subtracted before any damage resistance is applied.

Elemental Strike. Depending on your genasi racial heritage, you can imbue your attacks with elemental force: air genasi dealing lightning damage, earth genasi dealing thunder damage, fire genasi dealing fire damage, and water genasi dealing cold damage. Once on each of your turns, immediately after you deal damage to a target within 30 feet of you with a weapon attack, you can roll your Elemental Talent die and also deal your associated damage to the target equal to the number rolled.

Air-Powered Leap (air genasi only). Using the wind to support you, you can make preternatural leaps. When you make a high or long jump, you can roll your Elemental Talent die and extend the distance of the jump, up to a number of feet equal to twice the number rolled plus twice your Constitution modifier (minimum of 1 extra foot). This extra distance costs you only 1 foot of movement.

Root of the Mountain (earth genasi only). You plant your feet like the roots of a mountain. When you make a Strength (Athletics) check to resist being shoved or knocked prone by a creature, you may roll your Elemental Talent die and add that number plus your Constitution modifier. 

Additionally, if you are grappled and your opponent attempts to move you and you still have your Elemental Talent die, you may take a reaction to force them to make an opposed Strength (Athletics) check to do so. Roll your Elemental Talent die and add that number plus your Constitution modifier to your roll, then automatically decrease your Elemental Talent die (if you haven't already from a maximum roll). If they pass, they may drag you, but only at one quarter speed (unless you are two or more sizes smaller, in which case they may pick you up and carry you at half speed). If they fail, they may not move you at all this round. If you lose contact with the ground by being picked up and carried, you may not reinitiate this ability on subsequent rounds, and your opponent will be able to carry you at their normal speed after this round.

The Many Faces of Fire (fire genasi only). Tapping into the capricious and alluring nature of your ancestors, you can be as welcoming as a crackling hearth or as ferocious as a wildfire. You gain proficiency in the Intimidation and Persuasion skills, and when you are making a Charisma (Intimidation) or Charisma (Persuasion) check, you may roll your Elemental Talent and add that number plus your Constitution modifier.

Slippery Escape (water genasi only). You can channel the wriggling and slippery denizens of the deep, temporarily loosening your joints and exuding slime. When you make a Dexterity check to escape restraints (for instance from manacles) or a Dexterity (Acrobatics) check to escape a grapple, you may roll your Elemental Talent and add that number plus your Constitution modifier.

Changing the Die’s Size. If you roll the highest number on your Elemental Talent die, it decreases by one die size after the roll. This represents you burning through your elemental energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it’s a d4 and you roll a 4, it becomes unusable until you finish a long rest.

Conversely, if you roll a 1 on your Elemental Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving elemental energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.

Whenever you finish a long rest, your Elemental Talent die resets to its starting size. When you reach certain levels in this class, the starting size of your Elemental Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

Energy Replenishment. As a bonus action, you can calm your spirit for a moment and reestablish your tie to your ancestral elemental plane, resetting your Elemental Talent die to its starting size. You then can’t use Energy Replenishment again until you finish a long rest.

Elemental Initiate

7th-level Genasi Trueborn feature

When you decide to deal damage to a target with the Elemental Strike feature, you may choose to initiate one of the following abilities:

Elemental Thrust. You are able to channel your energies with more power, knocking your opponents off their feet. When you deal damage to a target with your Elemental Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier. Unless the save succeeds, you can knock the target prone or push it up to 10 feet away from you.

Primordial Fear.  Wreathing yourself in an aura of pure elemental energy, you overcharge your attack and strike terror in your opponent. When you decide to deal damage to a target with your Elemental Strike, you may automatically max your Elemental Talent die and force the target to make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, it is frightened of you until the end of your next turn. Because you maxed your Elemental Talent, it decreases by one die size normally.

Elemental Body

10th-level Genasi Trueborn feature

All Genasi Trueborn gain resistance to poison and immunity to the poisoned condition. Depending on your genasi heritage, you receive additional abilities as follows:

Storm Born (air genasi only). You gain resistance to lightning and thunder damage, as well as blindsight 60 ft as long as you are surrounded by air (e.g. not submerged or buried).

Rock Solid (earth genasi only). You gain immunity to the petrified condition, as well as tremorsense 60 ft.

Child of Fire (fire genasi only). You are now immune to fire damage and your darkvision improves to 120 ft.

Resistant Form (water genasi only). You are now immune to acid damage. You gain blindsight 120 ft in water. 

Elemental Bulwark

15th-level Genasi Trueborn feature

As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Constitution modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you’re incapacitated.

Or, as a bonus action, you may target yourself with the appropriate investiture spell (your spell DC is equal to 8 + your proficiency bonus + your Constitution modifier):

Once you use this feature (either to provide the half cover bonus or to cast an investiture spell), you can’t do so again until you finish a long rest, unless you decrease your Elemental Talent die by one die size to use this feature again.

Elemental Master

18th-level Genasi Trueborn feature

Your affinity with your ancestral element grants you control over the raw material of that plane and the ability to conjure elementals. If your Elemental Talent die is available, as an action you can cast the conjure elemental spell, requiring no components. The elemental you can summon must match your genasi type. Your spellcasting ability for the spell is Constitution. When you cast this spell, your Elemental Talent die decreases by one die size.

When making a Constitution saving throw to maintain concentration on a conjured elemental, you may roll your Elemental Talent die and add the number plus your Constitution modifier to the total.

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