Base Class: Fighter
Primordial Warriors are formidable foes, as they have learned to harness ancient energies of the world to strengthen their blows. They gain this power through study and practice, similarly to eldritch knights. However, instead of using pure magic, they specialize in using the elemental energies of the world to augment their style of fighting.
Bonus Proficiencies
You gain proficiency with smith’s tools, and you learn to speak, read, and write Primordial.
Elemental Initiate
When you reach 3rd level, you choose one of these three elements: Fire, ice, or lightning. This will be used by features you gain later. During a long rest, you can change the element you chose. Doing so changes any features you had from the previous element to your current element.
Additionally, You learn one cantrip of your choice from the Artificer spell list or the Wizard spell list, and you learn one 1st-level spell of your choice from that list. Intelligence is your spellcasting ability for these spells. You can cast the 1st-level spell without a spell slot, and you must finish a short or long rest before you can cast it in this way again. You can end your infusion on one of your weapons and regain the ability to cast the spell.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Fire
Fire element
Ice
Ice element
Lightning
Lightning element
Elemental Weapon
Finally at 3rd level, you gain the ability to infuse a weapon with elemental energy. You perform the infusion over the course of 1 hour, which can be done during a short rest or long rest. The weapon must be within your reach throughout the infusion, at the conclusion of which you touch the weapon and it is infused with elemental power.
The weapon gains extra damage based on the element you choose. The weapon is considered magical and deals extra 1d4 damage based on your element.
Fire: It deals an extra 1d4 fire damage, and the weapon flickers with flames.
Ice: It deals an extra 1d4 cold damage, and the weapon has frost all over it
Lightning: It deals an extra 1d4 lightning damage, and the weapon crackles with power.
The infusion lasts indefinitely, or ends early if you die or dismiss the infusion. This extra damage is not affected by Great Weapon Fighting style. You can only infuse up to two weapons in this way at a time. If you try to infuse more than two weapons, the oldest infusion is destroyed.
Augmented Fighting
At 7th level, you gain special abilities based on the element you chose. You can only use this ability once per turn.
Fire: When you take the attack action with your infused weapon, you can make flames shoot out of it as a bonus action. Any creatures of your choice within 5ft of your target including your target must make a dexterity saving throw. They take 1d6 fire damage on a failure, or half as much damage on a success.
Ice: When you hit a creature with your infused weapon, You can force them to make a constitution saving throw as a bonus action. On a failure, you coat them with ice reducing their speed by 10ft until the end of their turn and they take 1d8 cold damage. On a success they take half damage and their speed isn’t reduced.
Lightning: As a bonus action, You can instantly move up to your speed toward a creature of your choice that you can see or hear. You must end this move closer to the enemy than you started. This movement doesn’t provoke opportunity attacks.
Augmented Fighting: Fire
When you take the attack action with your infused weapon, you can make flames shoot out of it as a bonus action. Any creatures of your choice within 5ft of your target including your target must make a dexterity saving throw. They take 1d6 fire damage on a failure, or half as much damage on a success.
Augmented Fighting: Ice
When you hit a creature with your infused weapon, You can force them to make a constitution saving throw as a bonus action. On a failure, you coat them with ice reducing their speed by 10ft until the end of their turn and they take 1d8 cold damage. On a success they take half damage and their speed isn’t reduced.
Augmented Fighting: Lightning
As a bonus action, You can instantly move up to your speed toward a creature of your choice that you can see or hear. You must end this move closer to the enemy than you started. This movement doesn’t provoke opportunity attacks.
Elemental Bulwark
At 10th level, you gain strengthened defenses based on the element you chose.
Fire: You gain resistance to fire damage. Additionally, when a creature that you can see within range targets you with an attack, you can use your reaction to attack them with your infused weapon. This attack deals an extra 2d6 fire damage to the creature.
Ice: You gain resistance to cold damage. Additionally you gain a cold aura that makes the spaces within 5ft of you difficult terrain when you are holding your infused weapon. When a creature moves within 5ft of you, you can use your reaction to force them to make a dexterity saving throw. On a failure, they slip and fall prone.
Lightning: You gain resistance to lightning damage. Additionally, while you hold your infused weapon, you gain an extra 10ft of movement and creatures have disadvantage on opportunity attacks against you.
Elemental Bulwark: Fire
You gain resistance to fire damage. Additionally, when a creature that you can see within range targets you with an attack, you can use your reaction to attack them with your infused weapon. This attack deals an extra 2d6 fire damage to the creature.
Elemental Bulwark: Ice
You gain resistance to cold damage. Additionally you gain a cold aura that makes the spaces within 5ft of you difficult terrain when you are holding your infused weapon. When a creature moves within 5ft of you, you can use your reaction to force them to make a dexterity saving throw. On a failure, they slip and fall prone.
Elemental Bulwark: Lightning
You gain resistance to lightning damage. Additionally, while you hold your infused weapon, you gain an extra 10ft of movement and creatures have disadvantage on opportunity attacks against you.
Empowered Infusions
At 15th level, your infusions become more powerful. Your weapon now deals an extra 1d6 damage instead of 1d4. Additionally, your augmented fighting grows stronger as well. Fire and Ice deal an extra damage die, and lightning can move up to double your speed when used. Additionally, when you appear after using your lightning teleport, any creatures within 5ft of where you appear take 1d8 lightning damage.
Elemental Master
At 18th level, you gain mastery over your chosen element. You can unleash great elemental power at an instant, the effects of which are dictated by your element. You can use this ability once per short or long rest. Alternatively, you can end your infusion on one of your weapons and regain the ability to cast the spell.
Fire: You create a fiery blast with your infused weapon. As an action, you can cast Fireball as a 5th level spell without material or somatic components.
Ice: You create a great icy wave from your infused weapon. As an action, you can cast Cone of Cold as a 5th level spell without material or somatic components.
Lightning: You create a powerful bolt of lightning using your infused weapon. As an action, you cast Lightning Bolt as a 5th level spell without material or somatic components.
Elemental Master: Fire
You create a fiery blast with your infused weapon. As an action, you can cast Fireball as a 5th level spell without material or somatic components.
Elemental Master: Ice
You create a great icy wave from your infused weapon. As an action, you can cast Cone of Cold as a 5th level spell without material or somatic components.
Elemental Master: Lightning
You create a powerful bolt of lightning using your infused weapon. As an action, you cast Lightning Bolt as a 5th level spell without material or somatic components.
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