Base Class: Fighter
You have been taught and trained by the elements themselves, learning how to harness their power and knowledge to your own benefit in a way most other people don't. You learn how to enhance your weapons and body with elemental energies to fight with the cutting edge of elemental power at your side.
#Writers Note
- First off, this is definitely not all my own creation. I took this from a wiki I found when trying to create find an "enhancement shaman" like class i could play in D&D. The original shares the same name, so feel free to google the original.
- Like I mentioned before, Enhancement Shaman. BUT I have always been impartial to the class fantasy of arms warriors and fighters, so i tried to blend the 2. The elemental prowess and magic of an enhancement shaman with the weapon, armor and tactics of a fighter. I sort of went a little.....overboard in it's numbers because this is my first ever go at a home-brew archetype. I included and created what felt right for the fantasy, which also kind of followed an Avatar the Last Airbender vibe, where the archetype could tap into all 4 elements.
- What I added was simply so more Utility/Versatility to fit the theme of each element, which i then also threw in some power jumps towards the end to sort of allow this archetype to be on par with Barbarians and other really strong casters.
Elemental Insight
Having been blessed and trained by the elements, you have learned to pick up and mimic their more subtle habits. You have been taught the cantrips:
- Control Flames
- Druidcraft
- Gust
- Mold Earth
- Shape Water
Earth’s Toughness; Rank 1
At 3rd level you learn how to shrug off damage like stone. You gain resistance to bludgeoning, slashing, and piercing damage.
Elemental Brand
With the blessing of the elements, you have learned to mark and enchant your weapon with elemental energies.
Once each per long rest you can apply Fire, Force, Cold, or Lightning damage to your weapon attacks.
To do so, you must spend 1 Hour with your weapon of choice, carving and inscribing runes into it. These runes house and release the elemental energies.
You cannot have more than 1 kind of elemental brand active at any given time.
At 3rd level the damage is 1d6.
At 6th Level you gain 2 charges per long rest
At 7th level the damage increases to 2d6
At 9th Level you Gain 3 Charges per long rest
At 10th level the damage increases to 3d6
At 12 Level you no longer require charges to brand your weapon.
- You simply need to switch between them freely with a bonus action, and keep track of which one you have active.
- They still only last 10 minutes each.
At 14th level the damage increases to 4d6
At 18th level the damage increases to 5d6
Earth’s Toughness; Rank 2
At 7th level You become filled with the might of the earth itself. Gain advantage on strength and constitution saving throws.
Force of Wind; Rank 1
At level 7 you learn to move with the destructive speed and force of hurricanes and tornadoes. You gain +2 AC and when you hit with an attack you do an extra 1d6 points of weapon damage.
At Level 10 the AC bonus improves to +4, and you gain an additional 10ft of movement speed.
At Level 15 you now deal an extra 2d6 of weapon damage.
Water's Graceful Dance
At 10th level your mind becomes clear like a calm lake and your body flows like the river. You gain proficiency in WIS and DEX saving throws and advantage on those saving throws.
Force of Wind; Rank 2
AC bonus improves to +4.
Increases movement speed by 10 feet.
Sight of Purifying Fire
At level 15 Learning the lessons from the fires that burn away magic and illusions you become adept at seeing things for what they are. You gain true sight, advantage on perception and add your proficiency bonus to passive perception checks.
Ascendance Overload
Being Bathed and Trained in the elemental planes, you have become keenly attuned to their energies. Once per long rest you can channel the energies of an elemental plane into yourself to gain enhanced abilities and damage for 30 minutes. Once the 30 minutes are up you lose your ascendant form, pass out, gain 1 point of exhaustion, and cannot activate elemental ascendance until you have recovered from exhaustion. You can end Elemental Ascendance early at will, and will still suffer the exhaustion, but will not pass out.
Fire
- Double all Fire damage dealt.
- Gain Immunity to Fire Damage.
- Become Vulnerable to Cold Damage.
- #If you become submerged in freezing cold water for more than 1 minute, you immediately lose your Fire Ascendance, fall Unconscious, and take 1 point of exhaustion.
- You emit a blazing aura around you. Any enemies that end your turn within 20 feet of you take 3d10 fire damage and are ignited (if possible.)
- You can move through lava with a speed equal to your walking speed without being injured or your equipment suffering damage.
- You can cast Firestorm 3 times at 7th level, OR Meteor Swarm once at 9th level without needing a spellslot.
- Spellcasting Modifier is Wisdom.
- #Casting Firestorm once prevents you from casting Meteor Swarm
Earth
- You become immune to Slashing, Piercing and Bludgeoning Damage.
- You become vulnerable Thunder damage.
- Double all Force and Bludgeoning damage dealt.
- You can move through stone structures with a speed equal to your walking speed and can end your turn there as long as you remain in earth form.
- You can cast Maximilan's Earthen Grasp, Stoneshape, Wall of Stone, and Transmute Rock at will without needing a spell slot.
- You can cast Earthquake 3 times at 8th level without needing a spellslot.
- Spellcasting Modifier is Wisdom
Water
- Double all Cold damage dealt.
- Gain Immunity to Cold Damage.
- Become Vulnerable to Lightning Damage.
- Your body and equipment become liquid, allowing you to pass through any space capable of flowing water.
- Grants you quadruple swim speed and the ability to "breathe" underwater.
- You can cast Water Walk, Water Breathing, and Watery Sphere at will without needing a spell slot.
- You can cast Cone of Cold 3 times (at base level: 5) without needed a spell slot.
- Spellcasting Modifier is Wisdom
- You can use your action to surround and heal an ally or whelm an enemy.
- Restores 10d10 health to the target.
- Enemy Suffers the Effect of the Whelm water elemental ability.
Wind
- Double all Lightning Damage Dealt
- Gain Immunity to Lightning and Thunder Damage.
- Become Vulnerable to Force Damage.
- Gain a Flying Speed equal to double your walking speed.
- Your body becomes Gaseous, Capable of moving through any space a gas could fit through.
- You can cast Fly at 5th level without needing a spellslot.
- You can cast Chain Lighting 3 times without needing a spellslot, OR Storm of Vengeance once without needed a spellslot.
- Spellcasting modifier is Wisdom
- #Casting Chain Lightning once prevents you from casting Storm of Vengeance
Previous Versions
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