Fighter
Base Class: Fighter

Elemental Martialists can channel four elements to augment their fighting styles; Earth, Lightning, Water, Fire. Each element has a different effect on the fighter's attacks or body. 


Earth is a very defensive element, often boosting the Martialist's hardiness and tenacity. Earth Martialists are often the vanguard of an army, or the tower-shield wielding frontline warrior of a force.

Lightning is a very agile element, warriors who focus on Lightning are almost always in the front of the fight, are quick to action with no hesitation, and strike quickly before their opponent can react. 


Water is a controlling and graceful element, those who focus on Water are often rational, objective, focused, and have a tactical mind. They can shift the battlefield to their benefit during this form, leaving their allies in an advantageous position.

Fire is a delicate element for Elemental Martialists, as the warriors that focus on this augment respect (or don't) the destructive force of fire, and often will defeat their foes quickly on the battlefield. Those that dedicate to this style are often temperamental, irrational, and quick to irritation, though they are incredible assets on the battlefield.

 

Combat Augmentation

Augmentations. You choose two augmentations of your choice, using any combination of elements, which are detailed under "Augmentations" below. Each Augmentation has a certain effect, some modify attacks, movements, AC or enemies. You may change an Augmentation as a bonus action. You may replace any number of Augmentations with the same amount of Augmentations when you are able to take an Ability Score Improvement.  

You may learn two new augmentations, upgrade two augmentations, or learn one augmentation and upgrade one augmentation at levels 7, 10, 15.

Each element has two different Augmentations you can choose, but any Augmentation is ended upon invoking a new one.

Augmentation Uses. You have a limited use of Augmentations equal to your Charisma modifier + proficiency bonus

Saving Throws. Some of your Augmentations will require a saving throw to succeed.

Augmentation Save DC. = 8 + your proficiency bonus + your Strength of Dexterity modifier (your choice) 

In addition to this, you also gain proficiency in the Persuasion and Performance skills.

Binding Earth

As a bonus action, you may expend one Augmentation to enhance your next weapon attack. Upon a hit, the target is forced to make a Dexterity Saving Throw against your Augmentation Save. On a failed save, they are restrained, as heavy rocks emerge from the earth and hold their feet down.



Crashing Lightning

You may use one of your Augmentations as a bonus action to imbue your body with the storm. Your next attack is made with advantage, and you do not provoke attacks of opportunity for this turn. You may force the target to make a Constitution Saving Throw against your Augmentation Save. If the target fails, and is not resistant or immune to lightning damage, they are stunned.

Flowing Currents

As a bonus action, when you invoke this Augmentation, attacks of opportunity made against you have disadvantage, and moving through enemy units does not cost extra movement. 

 

Gentle Thunder

When you invoke the Augmentation using a bonus action, your AC is increased by 2, and your speed is increased equal to half your movement, rounded up, this bonus lasts until you change Augmentations, or expend another Augmentation use.

 

Licking Flames

As a bonus action, you may invoke this Augmentation, allowing you to gain strength the longer the fight goes on. While this Augmentation is active, at the start of your turn every round, roll a Charisma Check. The DC is 10, the DC increases by two every turn. If you succeed on the Charisma Check, your damage increases by 1 fire damage for this combat. At then end of your turn, you take fire damage equal to the amount of extra damage channeled.

 

Resilient Skin

When you invoke this Augmentation as a Bonus Action, you gain resistance to non magical Bludgeoning, Piercing, and Slashing damage. 

Riptide

As a bonus action, you may spend an Augmentation and push your enemies 10 feet upon hitting them with a weapon attack. 

 

Spirit Aflame

As a bonus action, invoke this Augmentation, and take fire damage equal to your Charisma Modifier plus proficiency, but deal double that amount in fire damage upon hitting with a weapon attack. During this state, you also gain vulnerability to fire damage until the start of your next turn.

 

Augmentation Attunement

You may choose to upgrade 2 Augmentations you already know, learn 2 new Augmentations, or learn 1 and upgrade 1.

Attuned Binding Earth

As a bonus action, you may expend one Augmentation to enhance your next weapon attack. Upon a hit, the target is forced to make a Dexterity Saving Throw against your Augmentation Save. On a failed save, they are restrained, as heavy rocks emerge from the earth and hold their feet down.

When this Augmentation is upgraded, the restraints can tether any other target within 5 feet of the first target, forcing each subsequent target to make the same Dexterity Saving Throw against your Augmentation Save.

Attuned Crashing Lightning

You may use one of your Augmentations as a bonus action to imbue your body with the power of the storm. Your next attack is made with advantage, and you do not provoke attacks of opportunity for this turn. You may force the target to make a Constitution Saving Throw against your Augmentation Save. If the target fails, and is not resistant or immune to lightning damage, they are stunned.

When this Augmentation is upgraded, you get an additional attack that deals lightning damage instead of your weapon's normal damage, dealing your weapon's damage dice. If your previous Augmentation was Gentle Thunder, this next attack also has advantage.

Attuned Flowing Currents

As a bonus action, when you invoke this Augmentation, attacks of opportunity made against you have disadvantage, and moving through enemy units does not cost extra movement. 

When you upgrade this Augmentation, when an attack of opportunity misses you, increase your AC by 3 until the start of your next turn, and increase your movement speed by 10 as the protective currents push you forward.

Attuned Gentle Thunder

When you invoke the Augmentation using a bonus action, your AC is increased by 2, and your speed is increased equal to half your movement, rounded up, this bonus lasts until you change Augmentations, or expend another Augmentation use.

When this Augmentation is upgraded, your AC is increased by 4, your speed is doubled, and your attacks deal extra thunder damage equal to your charisma modifier plus your proficiency bonus.

Attuned Licking Flames

As a bonus action, you may invoke this Augmentation, allowing you to gain strength the longer the fight goes on. While this Augmentation is active, at the start of your turn every round, roll a Charisma Check. The DC is 10, the DC increases by two every turn. If you succeed on the Charisma Check, your damage increases by 1 fire damage for this combat. At then end of your turn, you take fire damage equal to the amount of extra damage channeled.

When this Augmentation is upgraded, your damage increases by 2 for every successful Charisma Check, the fire damage taken remains the same, and you gain resistance to fire damage during this time.

Attuned Resilient Skin

When you invoke this Augmentation, you gain resistance to non magical Bludgeoning, Piercing, and Slashing damage. 

When this Augmentation is upgraded, the resistance is changed to all bludgeoning, piercing and slashing damage, and an elemental damage type of your choice, excluding psychic.

Attuned Riptide

As a bonus action, you may spend an Augmentation and push your enemies 10 feet upon hitting them with a weapon attack. 

When this Augmentation is upgraded, you may force them to make a Strength Saving throw or be knocked prone in addition to the previous effect.

Attuned Spirit Aflame

As a bonus action, invoke this Augmentation, and take fire damage equal to your Charisma Modifier plus proficiency, but deal double that amount in fire damage upon hitting with a weapon attack. During this state, you also gain vulnerability to fire damage.

When upgraded, take fire damage equal to double your Charisma Modifier plus proficiency, but deal triple that amount in fire damage. Your vulnerability to fire damage is still present.

Binding Earth

ve.

As a bonus action, you may expend one Augmentation to enhance your next weapon attack. Upon a hit, the target is forced to make a Dexterity Saving Throw against your Augmentation Save. On a failed save, they are restrained, as heavy rocks emerge from the earth and hold their feet down.

 

Crashing Lightning

You may use one of your Augmentations as a bonus action to imbue your body with the storm. Your next attack is made with advantage, and you do not provoke attacks of opportunity for this turn. You may force the target to make a Constitution Saving Throw against your Augmentation Save. If the target fails, and is not resistant or immune to lightning damage, they are stunned.

Flowing Currents

As a bonus action, when you invoke this Augmentation, attacks of opportunity made against you have disadvantage, and moving through enemy units does not cost extra movement. 

 

Gentle Thunder

When you invoke the Augmentation using a bonus action, your AC is increased by 2, and your speed is increased equal to half your movement, rounded up, this bonus lasts until you change Augmentations, or expend another Augmentation use.

 

Licking Flames

As a bonus action, you may invoke this Augmentation, allowing you to gain strength the longer the fight goes on. While this Augmentation is active, at the start of your turn every round, roll a Charisma Check. The DC is 10, the DC increases by two every turn. If you succeed on the Charisma Check, your damage increases by 1 fire damage for this combat. At then end of your turn, you take fire damage equal to the amount of extra damage channeled.

 

Resilient Skin

When you invoke this Augmentation as a bonus action, you gain resistance to non magical Bludgeoning, Piercing, and Slashing damage. 

Riptide

As a bonus action, you may spend an Augmentation and push your enemies 10 feet upon hitting them with a weapon attack. 

Spirit Aflame

As a bonus action, invoke this Augmentation, and take fire damage equal to your Charisma Modifier plus proficiency, but deal double that amount in fire damage upon hitting with your next weapon attack. During this state, you also gain vulnerability to fire damage.

Elemental Performance

When you activate an active Augmentation, (one that is an attack or modifies an attack) you enter a performance. You can choose up to two creatures to make a Charisma Check against your Augmentation Save. If the target fails, they are frightened by you, charmed by you, or must attack you or suffer disadvantage on attacks not targeted at you until the end of their turn.
Charms are ended if they take damage.
Frightens are ended if you take damage from a target's friendly creature. 

You may only use this ability a number of times equal to your proficiency bonus per day.

Elemental Surge

When you activate your action surge, you may choose to swap Augmentations to a passive Augmentation without using an Augmentation slot.

Decisive Dance

When you enter Elemental Performance, choose up to four targets, choose any number of captive audience members (any target that is charmed, frightened, or goaded) and make a single strike on them, hitting all of them in a series of strikes that is the ending act of your dance. This strike on each target is made at advantage, adding any Augmentation effects or bonuses, and normal weapon damage.

Further Attunement

You may choose to upgrade 2 Augmentations you already know, learn 2 new Augmentations, or learn 1 and upgrade 1.

Attuned Binding Earth

As a bonus action, you may expend one Augmentation to enhance your next weapon attack. Upon a hit, the target is forced to make a Dexterity Saving Throw against your Augmentation Save. On a failed save, they are restrained, as heavy rocks emerge from the earth and hold their feet down.

When this Augmentation is upgraded, the restraints can tether any other target within 5 feet of the first target, forcing each subsequent target to make the same Dexterity Saving Throw against your Augmentation Save.

Attuned Crashing Lightning

You may use one of your Augmentations as a bonus action to imbue your body with the power of the storm. Your next attack is made with advantage, and you do not provoke attacks of opportunity for this turn. You may force the target to make a Constitution Saving Throw against your Augmentation Save. If the target fails, and is not resistant or immune to lightning damage, they are stunned.

When this Augmentation is upgraded, you get an additional attack that deals lightning damage instead of your weapon's normal damage, dealing your weapon's damage dice. If your previous Augmentation was Gentle Thunder, this next attack also has advantage.

Attuned Flowing Currents

As a bonus action, when you invoke this Augmentation, attacks of opportunity made against you have disadvantage, and moving through enemy units does not cost extra movement. 

When you upgrade this Augmentation, when an attack of opportunity misses you, increase your AC by 3 until the start of your next turn, and increase your movement speed by 10 as the protective currents push you forward.

Attuned Gentle Thunder

When you invoke the Augmentation using a bonus action, your AC is increased by 2, and your speed is increased equal to half your movement, rounded up, this bonus lasts until you change Augmentations, or expend another Augmentation use.

When this Augmentation is upgraded, your AC is increased by 4, your speed is doubled, and your attacks deal extra thunder damage equal to your charisma modifier plus your proficiency bonus.

Attuned Licking Flames

As a bonus action, you may invoke this Augmentation, allowing you to gain strength the longer the fight goes on. While this Augmentation is active, at the start of your turn every round, roll a Charisma Check. The DC is 10, the DC increases by two every turn. If you succeed on the Charisma Check, your damage increases by 1 fire damage for this combat. At then end of your turn, you take fire damage equal to the amount of extra damage channeled.

When this Augmentation is upgraded, your damage increases by 2 for every successful Charisma Check, the fire damage taken remains the same, and you gain resistance to fire damage during this time.

Attuned Resilient Skin

When you invoke this Augmentation, you gain resistance to non magical Bludgeoning, Piercing, and Slashing damage. 

When this Augmentation is upgraded, it requires an Action to activate, the resistance is changed to all bludgeoning, piercing and slashing damage, and an elemental damage type of your choice, excluding psychic.

Attuned Riptide

As a bonus action, you may spend an Augmentation and push your enemies 10 feet upon hitting them with a weapon attack. 

When this Augmentation is upgraded, you may force them to make a Strength Saving throw or be knocked prone in addition to the previous effect.

Attuned Spirit Aflame

As a bonus action, invoke this Augmentation, and take fire damage equal to your Charisma Modifier plus proficiency, but deal double that amount in fire damage upon hitting with a weapon attack. During this state, you also gain vulnerability to fire damage.

When upgraded, take fire damage equal to double your Charisma Modifier plus proficiency, but deal triple that amount in fire damage dealt. Your vulnerability to fire damage is still present.

Binding Earth

As a bonus action, you may expend one Augmentation to enhance your next weapon attack. Upon a hit, the target is forced to make a Dexterity Saving Throw against your Augmentation Save. On a failed save, they are restrained, as heavy rocks emerge from the earth and hold their feet down.

 

Crashing Lightning

You may use one of your Augmentations as a bonus action to imbue your body with the storm. Your next attack is made with advantage, and you do not provoke attacks of opportunity for this turn. You may force the target to make a Constitution Saving Throw against your Augmentation Save. If the target fails, and is not resistant or immune to lightning damage, they are stunned

Flowing Currents

As a bonus action, when you invoke this Augmentation, attacks of opportunity made against you have disadvantage, and moving through enemy units does not cost extra movement. 

 

Gentle Thunder

When you invoke the Augmentation using a bonus action, your AC is increased by 2, and your speed is increased equal to half your movement, rounded up, this bonus lasts until you change Augmentations, or expend another Augmentation use.

 

Licking Flames

As a bonus action, you may invoke this Augmentation, allowing you to gain strength the longer the fight goes on. While this Augmentation is active, at the start of your turn every round, roll a Charisma Check. The DC is 10, the DC increases by two every turn. If you succeed on the Charisma Check, your damage increases by 1 fire damage for this combat. At then end of your turn, you take fire damage equal to the amount of extra damage channeled.

 

Resilient Skin

When you invoke this Augmentation as a bonus action, you gain resistance to non magical Bludgeoning, Piercing, and Slashing damage. 

Riptide

As a bonus action, you may spend an Augmentation and push your enemies 10 feet upon hitting them with a weapon attack. 

Spirit Aflame

As a bonus action, invoke this Augmentation, and take fire damage equal to your Charisma Modifier plus proficiency, but deal double that amount in fire damage upon hitting with a weapon attack. During this state, you also gain vulnerability to fire damage.

Final Attunement

You may choose to upgrade 2 Augmentations you already know, learn 2 new Augmentations, or learn 1 and upgrade 1.

Attuned Binding Earth

As a bonus action, you may expend one Augmentation to enhance your next weapon attack. Upon a hit, the target is forced to make a Dexterity Saving Throw against your Augmentation Save. On a failed save, they are restrained, as heavy rocks emerge from the earth and hold their feet down.

When this Augmentation is upgraded, the restraints can tether any other target within 5 feet of the first target, forcing each subsequent target to make the same Dexterity Saving Throw against your Augmentation Save.

Attuned Crashing Lightning

You may use one of your Augmentations as a bonus action to imbue your body with the power of the storm. Your next attack is made with advantage, and you do not provoke attacks of opportunity for this turn. You may force the target to make a Constitution Saving Throw against your Augmentation Save. If the target fails, and is not resistant or immune to lightning damage, they are stunned.

When this Augmentation is upgraded, you get an additional attack that deals lightning damage instead of your weapon's normal damage, dealing your weapon's damage dice. If your previous Augmentation was Gentle Thunder, this next attack also has advantage.

Attuned Flowing Currents

As a bonus action, when you invoke this Augmentation, attacks of opportunity made against you have disadvantage, and moving through enemy units does not cost extra movement. 

When you upgrade this Augmentation, when an attack of opportunity misses you, increase your AC by 3 until the start of your next turn, and increase your movement speed by 10 as the protective currents push you forward.

Attuned Gentle Thunder

When you invoke the Augmentation using a bonus action, your AC is increased by 2, and your speed is increased equal to half your movement, rounded up, this bonus lasts until you change Augmentations, or expend another Augmentation use.

When this Augmentation is upgraded, your AC is increased by 4, your speed is doubled, and your attacks deal extra thunder damage equal to your charisma modifier plus your proficiency bonus.

Attuned Licking Flames

As a bonus action, you may invoke this Augmentation, allowing you to gain strength the longer the fight goes on. While this Augmentation is active, at the start of your turn every round, roll a Charisma Check. The DC is 10, the DC increases by two every turn. If you succeed on the Charisma Check, your damage increases by 1 fire damage for this combat. At then end of your turn, you take fire damage equal to the amount of extra damage channeled.

When this Augmentation is upgraded, your damage increases by 2 for every successful Charisma Check, the fire damage taken remains the same, and you gain resistance to fire damage during this time.

Attuned Resilient Skin

When you invoke this Augmentation, you gain resistance to non magical Bludgeoning, Piercing, and Slashing damage. 

When this Augmentation is upgraded, the resistance is changed to all bludgeoning, piercing and slashing damage, and an elemental damage type of your choice, excluding psychic.

Attuned Riptide

As a bonus action, you may spend an Augmentation and push your enemies 10 feet upon hitting them with a weapon attack. 

When this Augmentation is upgraded, you may force them to make a Strength Saving throw or be knocked prone in addition to the previous effect.

Attuned Spirit Aflame

As a bonus action, invoke this Augmentation, and take fire damage equal to your Charisma Modifier plus proficiency, but deal double that amount in fire damage upon hitting with a weapon attack. During this state, you also gain vulnerability to fire damage.

When upgraded, take fire damage equal to double your Charisma Modifier plus proficiency, but deal triple that amount in fire damage. Your vulnerability to fire damage is still present.

Binding Earth

As a bonus action, you may expend one Augmentation to enhance your next weapon attack. Upon a hit, the target is forced to make a Dexterity Saving Throw against your Augmentation Save. On a failed save, they are restrained, as heavy rocks emerge from the earth and hold their feet down.

Crashing Lightning

You may use one of your Augmentations as a bonus action to imbue your body with the storm. Your next attack is made with advantage, and you do not provoke attacks of opportunity for this turn. You may force the target to make a Constitution Saving Throw against your Augmentation Save. If the target fails, and is not resistant or immune to lightning damage, they are stunned.

Flowing Currents

As a bonus action, when you invoke this Augmentation, attacks of opportunity made against you have disadvantage, and moving through enemy units does not cost extra movement. 

 

Gentle Thunder

When you invoke the Augmentation using a bonus action, your AC is increased by 2, and your speed is increased equal to half your movement, rounded up, this bonus lasts until you change Augmentations, or expend another Augmentation use.

 

Licking Flames

As a bonus action, you may invoke this Augmentation, allowing you to gain strength the longer the fight goes on. While this Augmentation is active, at the start of your turn every round, roll a Charisma Check. The DC is 10, the DC increases by two every turn. If you succeed on the Charisma Check, your damage increases by 1 fire damage for this combat. At then end of your turn, you take fire damage equal to the amount of extra damage channeled.

 

Resilient Skin

When you invoke this Augmentation, you gain resistance to non magical Bludgeoning, Piercing, and Slashing damage. 

Riptide

As a bonus action, you may spend an Augmentation and push your enemies 10 feet upon hitting them with a weapon attack. 

Spirit Aflame

As a bonus action, invoke this Augmentation, and take fire damage equal to your Charisma Modifier plus proficiency, but deal double that amount in fire damage upon hitting with a weapon attack. During this state, you also gain vulnerability to fire damage from outside sources.

Previous Versions

Name Date Modified Views Adds Version Actions
3/30/2022 8:07:48 PM
2
1
5
Coming Soon
3/30/2022 8:10:29 PM
2
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes