Fighter
Base Class: Fighter

With mystical ties to natural innate manipulation and the ability to warp connections between elements of the world, the Primordial Gladiator can conjure and weave aspects of Planes into their weaponry with skillful minds, focus and power. 

Elemental Scholar

When you choose this archetype at 3rd level, you choose one Elemental Path to study from, which can be found listed at the end of the subclass. 

Each Elemental Path contains ways you can manipulate the primordial powers within the elements and enhance yourself in combat known as Bending. From your selected paths, you choose two of the Bending options within the list to learn. You learn two additional Bending options of your choice at 5th, 10th, and 15th level of this subclass from your chosen Elemental Paths. Each time you gain a level in this class, you can swap out your Bending options for others available to you. 

Saving Throws. Some Bending abilities require your target to make a saving throw to resist the effects. 

Bending Save DC. = 8 + Your Constitution modifier + Your proficiency bonus. 

You can use your Bending features a number of times equal to your proficiency bonus + half your Constitution modifier rounded up (minimum of 1). You may not stack the uses of your Bending options on a single attack, and you regain all charges of this feature after you finish a long rest. 

Elemental Path- Air

You have chosen to connect with the Elemental Path of Air. 

Elemental Path- Earth

You have chosen to connect with the Elemental Path of Earth.

Elemental Path- Fire

You have connected with the Elemental Path of Fire. 

Elemental Path- Thunder

You have chosen to connect with the Elemental Path of Thunder. 

Elemental Path- Water

You have chosen to connect with the Elemental Path of Water. 

Primordial Soup

Additionally at 3rd level, your avid learning for the elements teaches you well. You gain proficiency in one of the following skills: Arcana, History, or Nature. You also have advantage on Wisdom (Survival) checks to track elementals, as well as on Intelligence ability checks to recall information about them. 

Arcana Proficiency

You gain proficiency in the arcana skill. 

History Proficiency

You gain Proficiency in the History skill. 

Nature Proficiency

You gain proficiency in the Nature skill. 

Discovery of Flow

Starting at 7th level, you experiments allow for you to dip and delve into a second element. You may choose another Elemental Path option, and can learn appropriate Bending abilities from either path whenever you gain the ability to do so. 

Compound Warrior

At 10th level, your exposure to the primordial forces have morphed you into a hybrid of your mastery. Depending on your Elemental Paths you gain the following benefits:

Air

Hit points that you recover from your Second Wind feature are doubled.

 

Earth

You have advantage on Strength and Constitution saving throws. 

 

Fire

Your movement speed is increased by 10.

 

Thunder

You have advantage on Wisdom (Perception) checks that require hearing. 

 

Water

When you provoke an attack of opportunity, it is made at disadvantage. 

Prepared Manipulation

When you reach 15th level, you become attuned to the primordial power in the atmosphere. When you roll initiative and have no uses of Bending remaining, you regain half your maximum number of uses. 

The Theory of Fusion

At 18th level, your determination and contribution to the bending of elements allows for you to surpass the logic and law of sciences, finding loop holes in the structure of matter to master them all. You can now learn up to four Elemental Paths and can choose from any Bending abilities that are listed within those paths. 

Air

An Elemental Path option for the Elemental Scholar feature. The following Bending options are open to you: 

Rising Vortex

As a reaction, you can use your Bending feature to create a defensive wind current around you in order to interrupt incoming projectiles, acting as a 5 foot wide 20 feet tall cylinder centered on yourself. The strong wind keeps fog, smoke, and other gases at bay and small or smaller flying creatures or objects can't pass through the cylinder. All ranged weapon attacks have disadvantage to hit you until the end of your next turn. The cylinder does not follow your movement. 

Rush the Breathless

When you hit a creature with a weapon attack, you can use your Bending feature to attempt to knock the target down. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. In addition, it must use all of it's movement to stand, rather than half. 

Strength of a Great Typhoon

When you hit with a weapon attack, you can use your Bending feature to conjure a whirling blast of air. Creatures of your choice within 5 feet of the original target, including the target, must make a Strength saving throw. On a failed save, the creatures are pushed back 15 feet. 

Strike Through Wind

When you make a melee weapon attack you can use your Bending feature to extend your weapon range up to 20 feet and deal an additional 1d6 force damage. 

Earth

You have connected with the Elemental Path of Earth. The following Bending options are open to you: 

From the Ground We Grow

As a bonus action, you can use your Bending feature to cast Shield of Faith without the need for material components, wrapping the target in protective elemental stone. 

Might of the Mountain

As a bonus action, you can use your Bending feature to empower your blunt force strikes. The next melee weapon attack you make that deals bludgeoning damage, deals an additional 2d6 bonus damage. 

Tranquil as a Forest

As a reaction, you can use your Bending feature to hone in on your unbreakable templed mind, gaining advantage on one saving throw until the end of your next turn. 

Walls of the Stone Moon

As a reaction, you can use your Bending feature to block and goad, imposing disadvantage on an attack from an enemy that targets an ally within 5 feet of you. 

Thunder

You have connected with the Elemental Path of Thunder. The following Bending options are open to you: 

A Strike of Lightning

When you hit a creature with a melee weapon attack, you can use your Bending feature to send a shock through the targets system. The creature must make a Constitution save, on a fail, the target drops whatever it was holding and cannot take reactions until the end of its next turn. A creature wearing or made of metal makes the save at disadvantage. 

Black Clouds Disguise the Sky Behind

Knowledge of the skies above, you change the elements to allow your eyes to see through pitch black. You can use your Bending feature to gain Superior Darkvision of 120 feet that can see through magical darkness. This sight lasts until you take a short or long rest. 

Rumbling Storm

Controlling your mind, you master the correct time to show your forces. You can use your Bending feature to gain advantage on the next Charisma (Intimidation) or Charisma (Persuasion) check you make. 

Through Thunder it Comes

At the start of your turn, as an action, you can use your Bending feature to assume a stance as long as you have not moved this turn or taken a bonus action. You store up energy, super charging a withheld strike. At the start of your next turn, you unleash an arc of blue lightning. You can make one melee weapon attack against every creature of your choice within 10 feet of you that you can see as a free action, extending your weapon range for the duration to do so. Each target you hit takes an additional 3d4 lightning damage in addition to your weapon damage. 

Fire

You have connected with the Elemental Path of Fire. The following Bending options are open to you: 

A Fire Within

As a bonus action, you can use your Bending feature to set weapon ablaze, for the next minute, all melee attacks you make deal an additional 1d4 fire damage and the weapon sheds bright light in a 15-feet radius and dim light for an additional 15 feet. 

Fear of the Fire Fanged Tiger

When you hit a creature with a weapon attack, you can use your Bending feature to force the creature to make a Wisdom saving throw or become frightened by you until the end of your next turn. 

Rising Suns of Dawn

You can use your Bending feature to act as quick as a flickering flame, granting you advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. 

Scorching Wheel

When you hit a creature with a melee weapon attack, you can use your Bending feature to spiral in an arc of flame, passing through the target unhindered in a straight line, up to 15 feet. This movement odes not provoke opportunity attacks or count against your movement speed, and you can pass through other creatures space. Each additional creature you pass through must make a Dexterity saving throw or take 2d4 fire damage, half of a success. 

Water

You have a connection with the Elemental Path of Water. The following Bending options are open to you: 

A Shivering Blade

Cold steel, even colder frozen. When you hit a creature with a melee weapon attack, you can use your Bending feature to arc ice in a 15 foot cone originating from yourself, with the target of the melee attack in the center of the cone. Every other creature, excluding the original target, in the cone must make a Dexterity saving throw or take 2d4 cold damage or half on a success. 

Become the Form

A mastery of deception in fights is to behave as though one was never hit. When you take damage that would reduce you to 0 hit points, you can use your Bending feature as a reaction to instead be reduced to 1 hit point. You cannot use this feature if you are on 1 hit point or less. 

 

Swift as a Coursing River

You flow like water itself and become one with the running tide. As a bonus action, you can use your Bending feature to cast the Zephyr Strike spell at the lowest level, without providing material components. 

The Merciful Rain on a Dry Day

An element of rejuvenation will always provide gifts. Whenever you reduce a creature to 0 hit points, you can use your Bending feature to gain half the damage dealt (rounded down) as temporary hit points. 

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