Base Class: Fighter
Water. Earth. Fire. Wind. Long ago, the sword avatars lived together in harmony. Then, everything changed when a group of gifted disciples attacked. Only the last remaining avatar, who had mastered all four elements, was able stop them. But when new disciples came to learn from him, he vanished. A hundred years passed and only the most dedicated disciples of the sword have discovered the manuals he left behind. And although the journey to learn from all the manuals are great, an aspiring avatar has a lot to learn before they're ready to wield any of the four elements. But the last avatar believed his successor could wield them all.
Elemental Initiate
When you choose this subclass at 3rd level, you can channel an element to increase your effectiveness in combat. You learn to channel two elements when you gain this feature and one more of your choice at 7th and 10th level. You can start your first turn of combat by channeling an element if you are wielding a melee weapon. The channel lasts until you change elements or until you are incapacitated. You can use a bonus action on your turn to channel a different element.
Earth
When channeling this element, you gain a bonus to your AC equal to half of your proficiency bonus (round down) while not using a shield and wielding a melee weapon. When a creature you can see moves into the reach you have with the melee weapon you are wielding, you can use your reaction to make one attack against the creature, using that weapon.
Fire
When channeling this element, before you make a melee attack with a weapon that you are proficient with and are wielding with two hands, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
Water
When channeling this element, when you hit a creature with a melee weapon attack, you can use a bonus action to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to half the damage you dealt to the original target. The damage is of the same type dealt by the original attack.
Wind
While channeling this element, you move like the wind. For the duration, your movement doesn’t provoke opportunity attacks. When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature.
Elemental Talent
Starting at 7th level, you learn how to channel an additional element. At this level, you also learn how to apply your skills outside of combat.
Wind. Your swiftness has increased. You can add half your proficiency bonus (round up) to any Dexterity check you make that doesn’t already use your proficiency bonus.
Earth. Your core muscles are stronger. You have advantage on STR (Athletics) checks.
Fire. Your passion burns brighter. You can add half your proficiency bonus (round up) to any Charisma check you make that doesn’t already use your proficiency bonus.
Water. Your nimbleness has increased. You have advantage on DEX (Acrobatics) checks.
Elemental Adept
Starting at 10th level, you have learned all four elements. Additionally, you learn how to channel the elements in more refined and effective ways.
Elemental Master
Starting at 15th level, you have learned and mastered all the elements. Each element grants you a special feature when you are channeling it.
Master of Wind
When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Master of Earth
You have resistance to nonmagical bludgeoning, piercing, and slashing damage.
Master of Fire
You can use your reaction to give yourself advantage on weapon attack rolls until the start of your next turn.
Master of Water
You can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled. Additionally, being underwater or on difficult terrain imposes no penalties on your movement or attacks.
The Avatar State
At 18th level, you can channel the Avatar State. You become one with the blade and the elements. Using your action, you can channel the Avatar State. For 1 hour, you are able to cast the investiture of Wind, Stone, Flame, or Ice spells as a bonus action. Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/5/2022 6:02:41 AM
|
3
|
0
|
1
|
Coming Soon
|
Comments