Base Class: Fighter
One must be ferocious as fire, precise as Lightning, fluid as water, and constant as earth. These are the thoughts that an Elemental Knight employs. Attuned to one of the Elemental Planes, an Elemental Knight strives to become one with their element in battle.
Elemental Attunement
At 3rd level, you’ve developed a connection to one of the Elemental Planes. You learn to speak, read, and write Primordial. Choose an Elemental Plane to be attuned to or roll randomly on the Elemental Plane table, the plane you choose determines the damage type of your Elemental dice detailed below.
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Elemental Plane |
|
|
|
D4 |
Plane |
Element Damage |
|
1 |
Fire |
Fire |
|
2 |
Air |
Thunder |
|
3 |
Water |
Cold |
|
4 |
Earth |
Acid |
Elemental Cantrips
Starting at 3rd level, you know two cantrips based on the elemental plane you chose. Constitution is your spell casting ability for these spells.
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Elemental Plane |
Cantrips |
|
Fire |
Produce Flame, Control Flames |
|
Water |
Frostbite, Shape Water |
|
Air |
Thunderclap, Gust |
|
Earth |
Acid Splash, Mold Earth |
Elemental Power
At 3rd level, you harbor a wellspring of elemental energy within yourself tied to the Elemental Plane. This energy is represented by your Elemental dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various elemental powers you have, which are detailed below.
Some of your powers expend the Elemental die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Elemental dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Elemental die, but you can't do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Elemental dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
The powers below use your Elemental dice.
Quickened Element - When you cast a cantrip you know from this class that has a casting time of 1 action, you can spend an elemental die to change the casting time to 1 bonus action for this casting.
Invoke Element - As a bonus action, you may expend a use of your elemental die. For 1 minute or until you lose concentration (as if you were concentrating on a spell), one simple or martial weapon you’re holding is shrouded in your chosen element and deals extra damage equal to a roll of your elemental die.
Elemental Adept
By the 7th level, You have mastered new ways to use your elemental abilities, detailed below.
Elemental Step - As a bonus action, you become shrouded in your element briefly and magically teleport up to 30 feet to an unoccupied space you can see. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend an elemental die to take it again.
Elemental Burst - While your Invoke Element is active, you can use your reaction to force a target that hits you with a melee attack to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier. If the save fails, you can knock the target prone or have it take damage equal to one roll of your Elemental die.
Elemental Affinity
Starting at 10th level, the elemental energy flowing through you has bolstered your body. You have resistance to the damage associated with your chosen element: acid (earth), thunder (air), fire (fire), or cold (water).
Moreover, you can share your elemental affinity for a brief moment. If a creature you can see within 30 feet of you would take damage associated with your chosen element, you can use your reaction to expend an Elemental die to grant that creature resistance to that damage type until the start of your next turn.
Elemental Veil
At 15th level, you can shield yourself with Elemental force. As a bonus action, you are shrouded in your chosen element. You are protected by half cover for 1 minute or until you're incapacitated. If a creature hits you with a melee attack while you are shrouded this way, the creature takes damage equal to one roll of your Elemental die.
Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend an Elemental die to take it again.
Elemental Master
By 18th level, your elemental affinity is matched by few. You can use a bonus action to summon an elemental of challenge rating 5 or lower in an unoccupied space you can see within 30 feet of you. The elemental is of your chosen element and lasts for 1 minute or until it drops to 0 hit points.
The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.
Once you summon an elemental with this feature, you can't do so again until you finish a long rest, unless you expend an elemental die to summon it again.
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