Base Class: Rogue
Elemental savants have built a connection between themselves and the elemental power in the universe. They harness this energy to enhance their skill and strength.
Elemental Blade
When you choose this archetype at 3rd level, you can choose one of the four elements: fire, water, earth, or air. Each element grants different abilities at 3rd and higher levels. With your element, you can evoke its power when you deal an accurate blow and change the damage type of your sneak attack based on the element you chose.
Air
The damage dealt by your sneak attack is now thunder.
Earth
The damage dealt by your sneak attack is now magical bludgeoning.
Fire
The damage dealt by your sneak attack is now fire.
Water
The damage dealt by your sneak attack is now cold.
Mystic Control
Starting at 3rd level, you can control your element in minor ways. You learn a cantrip determined by your chosen element from the Elemental Blade feature.
Air
You can cast the spell gust.
Earth
You can cast the spell mold earth.
Fire
You can cast the spell control flames.
Water
You can cast the spell shape water.
Enhanced Power
Starting at 9th level, you learn a new skill determined by the element that you chose at 3rd level.
Air
You gain a resistance to thunder damage and a flying speed of 20 feet.
Earth
You gain a resistance to bludgeoning damage and can now move across difficult terrain made of earth or stone without expending extra movement.
Fire
You gain resistance to fire damage. In addition, you can cast the spell fire bolt.
Water
You gain resistance to cold damage. In addition, you gain a swim speed of 40 feet and can cast create or destroy water once per short rest.
Ethereal Weapon
By 13th level, you can draw the elemental energy from the world around you to create a powerful weapon. As an action, you can summon a weapon that you are proficient with into your hands. This weapon is made of your element type and possesses special characteristics depending on the type. The weapon disappears if you are more than 500ft away from it for more than 24 hours, if you use a free action to dismiss it, if you summon a new weapon using this feature, or if you die. If another creature attempts to use your ethereal weapon, it vanishes before the attack can be made. Alternatively, you can spend an hour focusing on a weapon to bestow the features provided by your ethereal weapon upon it. A weapon infused with this ability loses it under the same circumstances as a summoned weapon would disappear.
Air
Your ethereal weapon is an invisible mass of pressurized air that forms the shape of a weapon. When you make an attack with this weapon, you can attempt to conceal the movements of its invisible form. If you succeed on a DC 19 + your proficiency bonus Sleight of Hand check, you gain advantage on the attack.
Earth
Your ethereal weapon is made of hard stones and earth expertly chiseled to form the correct shape. When you successfully hit an attack with this weapon, the target of your attack must make a Strength saving throw (DC: 8 + your proficiency bonus + your dexterity modifier) or be knocked prone.
Fire
Your ethereal weapon is made of flames compacted into a somewhat solid form that is warm but not burning to the touch. When you successfully hit an attack with this weapon, it deals an additional 2d6 fire damage.
Water
Your ethereal weapon is made of water manipulated into the correct form. It feels wet to the touch but when you remove your hand it comes off dry. When you successfully hit an attack with this weapon, all creatures of your choice within 5 feet of the target get sprayed with chilling water, dealing 2d6 cold damage to each.
Elemental Mastery
When you reach 17th level, you have mastered your element and can harness its true potential. When you deal damage of a type determined by your chosen element (fire: fire, water: cold, earth: bludgeoning, air: thunder), you can leave a mote of pure elemental energy in a creature that suffered this damage. This mote lasts for 1 minute; during this time, all of your attacks against the target can have Sneak Attack damage applied. You must take a short or long rest before you can use this feature again.
In addition, you can summon your element to surround you and give you strength by casting spells based on your element.
Air
You gain the ability to cast investiture of wind a number of times equal to your Dexterity modifier (minimum of once) per long rest.
Earth
You gain the ability to cast investiture of stone a number of times equal to your Dexterity modifier (minimum of once) per long rest.
Fire
You gain the ability to cast investiture of flame a number of times equal to your Dexterity modifier (a minimum of once) per long rest.
Water
You gain the ability to cast investiture of ice a number of times equal to your Dexterity modifier (a minimum of once) per long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/15/2020 5:09:30 AM
|
0
|
0
|
--
|
Coming Soon
|
|
|
9/15/2020 5:33:52 AM
|
0
|
0
|
--
|
Coming Soon
|
Comments