Base Class: Fighter
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Imbue Weapon
Beginning when you choose this archetype at 3rd level, you may once per week, and with 20g worth of supplies, you may perform a 2 hour ritual to imbue a weapon of your choice with an elemental spirit. You may only have one weapon imbued this way at a time. If another person were to wield the weapon, they would not benefit from the imbuement.
An imbued weapon deals bonus elemental damage based on what element was imbued, you can only imbue with the 4 major elements, and the bonus damage is not affected by critical strikes.
Bonus damage is equal to 1+Character Level. (Ex. a level 7 character will do 8 bonus elemental damage per attack.)
Fire imbuement : Bonus fire damage.
Earth imbuement : Bonus bludgeon damage.
Air imbuement : Bonus lightning damage.
Water imbuement : Bonus cold damage.
Elemental Weapon Copy
Starting at 5th level, you can summon a floating elemental copy of your imbued weapon. This elemental weapon copy will last as long as you please, and can be summoned and unsummoned at will. Summoning the weapon requires a nearby element matching your imbuement. (ex. summoning a fire imbuement weapon copy requires fire/lava nearby)
This weapon copy is made up entirely of the element of your imbued weapon, and will float near your character, until mentally told otherwise. The weapon copy will match your characters speed.
As an action, you can tell the weapon copy to launch itself at a target within 30ft of itself, dealing its normal weapon damage + elemental weapon imbuement damage + 1d8 as elemental damage. Damage type depends on what element is imbued. (For ex. You have a Longsword imbued with fire at 7th level, you would deal 1d8+8+1d8 fire damage.) Once the weapon copy comes into contact with its target, or if it misses or hits another object, it will disassemble itself, and reform floating near you after 12 seconds.
As an action, you can command the weapon copy to perform a weapon attack at a target 3in range. Dealing normal weapon damage + elemental weapon imbuement damage as elemental damage. Damage type depends on what element is imbued. (For ex. You have a Longsword imbued with earth at 7th level, you would deal 1d8+8 bludgeon damage.)
As a bonus action, you can tell the weapon copy to move to a position 20ft away from yourself. You can also use this to change the weapons orientation, height, which direction its facing, etc.
As a bonus action, you can deform your elemental weapon copy, and reform it near your position, no matter the distance between you and your weapon. Reforming your weapon copy requires a nearby element matching the imbuement.
Additionally, your weapon copy will emit 5ft of bright light, and an additional 10ft of dim light. The color of this light depends on the weapon imbuement.
Fire : Fiery reddish orange light.
Earth : Brownish green light.
Air : White light.
Water : Light blue light.
Additionally, you can now understand, but cannot speak or write, primordial.
Elemental Ally
Starting at 7th level, you may choose to spend 6 hours and 50g worth of supplies to bond with an elemental plane of your choice.
You may only have 1 elemental bond at any time. Breaking an elemental bond will anger all elementals of that plane, including the elemental lord.
Your elemental has CR of up to 3, and can be summoned to assist in combat with a bonus action, and will remain in the material realm until it is near death, or when an hour has passed, at which point it will then retreat back to its elemental plane. The elemental will be loyal to you, but will act on its own will. You can only summon 1 elemental at a time. And can only be summoned twice per long rest.
You can only summon elementals of your bonded elemental plane. (ex. can only summon air related elementals if bonded with the elemental plane of air.)
Elemental Boon
At 10th level, your bond with the elements grows in strength, granting you new boons based on what elemental plane you're bonded with.
Fire : You become resistant to fire damage.
Earth : You become resistant to bludgeon, and slashing damage.
Air : You become resistant to lightning damage.
Water : You become resistant to cold damage.
Elemental Lord Boon
Starting at 15th level, your elemental bonds grow in power, and you gather the attention of the elemental lord of your plane.
Your elemental bond has increased, causing your elemental to grow in power. Your elemental is now a CR of up to 7, and now lasts for 3 hours.
Additionally your reputation in your bonded elemental plane increases, all elementals originating from your bonded elemental plane know of you, And the elemental lord of your bonded elemental plane has taken an interest in you, granting your boons additional effects.
Fire : The elemental lord of fire, Kossuth, takes notice of you, and grants you his blessing. Your elemental weapon copy can now emit rays of blistering heat as an action. These rays have a range of 40ft, and deal 3d12+10 fire damage to all creatures in a straight line. If you are hit by the fire ray, you are healed for 3d12+10.
Earth : The elemental lord of earth, Grumbar, takes notice of you, and grants you his blessing. While your feet are on a solid surface, you cannot be knocked prone. You may also have your elemental weapon copy explode as a bonus action, dealing 2d12 + 6 force damage to all creatures in 20ft. Creatures damaged this way must succeed in a dex saving throw, or be knocked prone. You do not take damage from the explosion, and your elemental weapon copy will reform after 12 seconds.
Air : The elemental lord of air , Akadi, takes notice of you, and grants you her blessing. You gain an additional 25ft of movement, gain a +3 to attack rolls and dex saving throws, and gain 20ft of flight per turn.
Water : The elemental lord of water, Istishia, takes notice of you and grants you his blessing. You gain the ability to walk on water, and breathe underwater. Your elemental weapon copy also now constantly radiates a refreshing mist in a 15ft radius. regenerating 2d10+5 hp every turn. Only you benefit from this refreshing mist.
Elemental Champion
At 18th level, Your elemental bond has increased, causing your elemental to grow in power. Your elemental is now a CR of up to 9, and now lasts for 4 hours.
Additionally your reputation in your bonded elemental plane increases, all elementals originating from your bonded elemental plane know your name, and are friendly with you. Elementals from the other planes also recognize you, and the elemental lord of your bonded elemental plane has recognized you as a powerful warrior, granting you increased power.
Fire: You are immune to fire damage, and may conjure a portal leading to, and from, the City of Brass once per week.
Wind : You are immune to lightning damage, and may conjure a portal leading to, and from, the Citadel of Ice and Steel once per week. Additionally, you are capable of hovering at will for an indefinite amount of time.
Earth : You are immune to bludgeon and slashing damage, and may conjure a portal leading to, and from, The Great Dismal Delve once per week.
Water : You are immune to cold damage, and may conjure a portal leading to, and from, the Citadel of Ten Thousand Pearls once per week.
Additionally, you may spend 2 hours, and 30g worth of supplies to craft an amulet that protects the wearer from your elemental weapon copy's abilities.
(Ex. If you are bonded to the elemental plane of water, creatures wearing the amulet will benefit from the rejuvenating mists. If you are bonded to the elemental plane of earth, creatures wearing the amulet will not be hit by the earth explosion pulse.) You may make any number of these amulets.
Previous Versions
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