Base Class: Fighter
Elemental aspect warriors practice meditation in order to attune themselves to the elemental planes. They dedicate their lives to understanding the elements, fighting in a style which reflects a chosen element with which they are most akin to, this element is termed the fighter's elemental aspect. Fighters of this order ritualistically conjure the elements through the motion of their blades allowing them to interweave their martial prowess with the fury of the elements. Elemental aspects that favor power, aggression and agility are most commonly adopted by fighters and as such Aspect of the Flame and Aspect of the Storm are very prevalent.
Elemental Aspect
At 3rd level you must choose an elemental aspect; your choice has a unique effect which triggers when you enact a combat doctrine.
Aspect of the Flame
You have learned to circumvent the barrier to the elemental plane of fire, allowing you to conjure intense flame through the flurrying of your blade.
- Once per turn, when you enact a combat doctrine you may expend 1 inner focus to release a burst of flame centered on yourself, dealing fire damage equal to 1d6 + your Wisdom ability score modifier to all enemies within 10 feet.
- Your elemental aspect damage is fire.
Aspect of the Storm
Your rapid bladework generates electrical static which you may unleash upon your foes.
- Once per turn, when you enact a combat doctrine you may expend 1 inner focus to arc a bolt of lightning to an enemy creature of your choice within 15 feet and then again to a second target within 15 feet of the first, dealing 1d8 lightning damage to each target.
- Your elemental aspect damage is lightning.
Inner Focus
Starting at 3rd level, you may expend inner focus to enact combat doctrines which channel your elemental aspect into your weapon attacks. Your maximum inner focus equals your fighter level and you regain all inner focus upon completion of a short or long rest.
Some abilities fueled by inner focus require creatures to make a saving throw to resist its effects. The saving throw DC is calculated as follows:
- Inner Focus save DC = 8 + your proficiency bonus + your Wisdom modifier
Combat Doctrines
Starting at 3rd level you gain the ability to enact two combat doctrines of your choice. You learn an additional two combat doctrines of your choice when you reach level 7 and one additional combat doctrine of your choice at each of levels 10, 15 and 18. If a combat doctrine has prerequisites, you must meet them to learn it. Every time you level up in this class, you may replace one of your doctrines with another for which you meet the requirements.
Arc Step
Prerequisite: 10th level, Aspect of the Storm feature
When you take the attack action on your turn, in place of a weapon attack you may expend 3 inner focus to bolt in a straight line to a place you can see within 60 feet, passing through any incident creatures before making a melee weapon attack against a creature within range. Every creature you pass through must make a Dexterity saving throw, taking 4d8 lightning damage on a failed save or half on a success. Once you use this feature you cannot use it again until you finish a short or long rest.
Deflective Gale
As a reaction to either receiving fire damage or being targeted by a ranged attack, you may expend 1 inner focus to flurry your blade, deflecting air away from your form. Halve all fire damage received (including the triggering damage) until the start of your next turn. In addition, ranged attacks that target you have disadvantage for the duration. Further, all unprotected non-magical flames within 10 feet are extinguished.
Flash of Fury
Prerequisite: 7th level
At the start of combat, you may expend 2 inner focus to add your Wisdom ability score modifier to your initiative score. This may be done before or after the initiative order has been determined. After you use this feature, you cannot use it again until you finish a short or long rest.
Inferno Strike
Prerequisite: Aspect of the Flame feature
Once per turn, when you hit a creature with a weapon attack you may expend 1 inner focus to deal an additional 1d8 fire damage.
Jolting Strike
Prerequisite: Aspect of the Storm feature
Once per turn, when you hit a creature with a weapon attack you may expend 1 inner focus to deal an additional 1d8 lightning damage.
Magma Whip
Prerequisite: 7th level, Aspect of the Flame feature
As a bonus action, you may expend 2 inner focus to conjure a flame whip in an empty hand with which you attempt to strike a creature or object within 30 feet. The target must make a Dexterity saving throw, an inanimate object automatically fails this saving throw. On a fail, you hit the target, dealing 2d8 fire damage and you may also pull it up to 30 feet toward you, unless it is huge or larger, in which case you are pulled toward it. The whip disappears immediately after use. Additionally, until the end of the turn you have advantage on the next weapon attack made against the creature successfully pulled using this ability.
Poise of the Zephyr
You may expend 1 inner focus to immediately take one of either the dodge or dash actions as a bonus action.
Resurgence
Prerequisite: 18th level, Aspect of the Storm feature
You may expend 3 inner focus to activate your second wind feature as a reaction immediately after you are reduced to 0 hit points, taking precedence before you are knocked unconscious or killed. Additionally, creatures of your choice within 30 feet must make a Dexterity saving throw taking lightning damage equal to the amount you healed from second wind on a fail, or half on a success.
Rise from the Ashes
Prerequisite: 18th level, Aspect of the Flame feature
You may expend 3 inner focus to activate your second wind feature as a reaction immediately after you are reduced to 0 hit points, taking precedence before you are knocked unconscious or killed. Additionally, creatures of your choice within 30 feet must make a Dexterity saving throw taking fire damage equal to the amount you healed from second wind on a fail, or half on a success.
Thunder Strike
Prerequisite: 7th level, Aspect of the Storm
Once per turn, when you hit a creature with a weapon attack you may expend 2 inner focus to deal an additional 2d8 thunder damage. Additionally, if the target is huge or smaller, it must make a Strength saving throw, on a fail they are either or knocked prone or pushed back 10 feet (your choice).
Volcanic Surge
Prerequisite: 10th level, Aspect of the Flame feature
When you activate action surge, you may expend 3 inner focus to cause your weapon to erupt into searing flame. Weapon attacks made as part of the second action deal an additional 2d8 fire damage on a hit.
Whirlwind Descent
As a reaction to falling but before you hit the ground, you may expend 2 inner focus to whirl your blade at an immense rate so as to slow your descent until the start of your next turn. Your fall speed is limited to 60 feet and you receive no falling damage for the duration.
Additional Combat Doctrines
At 7th level you learn two additional combat doctrines.
Elemental Fury
Starting at 10th level, you have learned to adeptly channel your aspect element in a manner so as to bypass an enemy’s resistances. Your elemental aspect damage ignores any resistance to that damage type.
Additional Combat Doctrine
At 10th level you learn an additional combat doctrine.
Elemental Specialism
Starting at level 15, your mastery of your chosen element allows you to enhance the potency of your elemental conjurations. You gain the ability to use one of either Overload or Wildfire, depending on your elemental aspect.
Overload
When you use the lightning arc feature you may expend an additional 2 inner focus to enhance the potency of the arc. In addition to the usual effects, the targeted creatures must succeed on a Constitution saving throw or become stunned until start of your next turn. Creatures which are immune to lightning damage are unaffected by this ability.
Wildfire
When you use the burst of flame feature you may expend an additional 1 inner focus to intensify the flame. In addition to the usual effects, creatures must succeed on a Dexterity saving throw or catch ablaze until the start of your next turn. Whilst ablaze, a creature receives fire damage equal to 1d6 + your Wisdom modifier at the start of their next turn and the creature has disadvantage on all attack rolls and ability checks. Creatures which are immune to fire damage are unaffected by this ability.
Additional Combat Doctrine
At 15th level you learn an additional combat doctrine.
Additional Combat Doctrine
At 18th level you learn an additional combat doctrine.
Previous Versions
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