Fighter
Base Class: Fighter

Through practiced and careful druidic meditation and monastic martial training, you have learned to manipulate the arcane energy within all living things, and channel the energy within yourself into your weapons while you wield them in combat. With great practice and technique, this can be honed to make for a truly deadly and versatile warrior that exercises complete control over the battlefield around them.

Channeling of the Arcane

Starting at 3rd Level you gain the ability to channel the arcane energy within you into your held Melee weapons, spending arcane mastery points to do so.

You have a total of number of arcane mastery points equal to half your fighter level. (rounded up)

You can spend 1 point per attack to add an additional 1d4 extra damage,

the damage type is determined by your choice from the list of elements below.

You can Choose 2 elements at 3rd, and then choose another element at 7th, 10th, and 14th level to add to what you previously chosen originally at 3rd.

The damage die also changes to 1d6 at 7th, 1d8 at 10th, 1d10 at 15th, and 1d12 at 18th 

list of Elements you can choose from(choose 2 from the list below):


  • Fire
  • Cold
  • Psychic
  • Force
  • Lightning
  • Radiant
  • Necrotic
  • Thunder
  • Acid
  • Poison  
Gain Arcane Points

Arcane Points

Shield of the Arcane

At 7th level, you can channel the Arcane into your armor, spending a bonus action to gain resistance to one of your chosen element types until the end of your next turn. You can do this once for free per short or long rest, spending an arcane mastery point to do so every time after that.

Meditative Master

At 10th level, you have mastered the ability to channel the energy of the world around you as well as your own through the higher forms of meditation. You gain a bonus to your maximum number of arcane mastery points equal to your wisdom modifier, and your weapons are now considered magical for the purpose of over coming resistances and immunity when you are wielding and channeling it as the magic that surrounds them becomes more potent.

Elemental Master

At 15th level, you have learned to channel the purist form of your chosen elements, forcing your target to make a save against you or suffer an affliction determined by your chosen damage type. The save DC is 8+ proficiency + Wisdom modifier. This costs 2 points and is used as a bonus action to empower one of the attacks you do during your next full attack action. (To clarify. The FULL attack action must be taken for this to activate, so you would not be able to do this during an attack of opportunity.)

Fire- (Dex) On a fail, the target is ignited, suffering an additional 1d6 fire damage on each of it's turns until it or another creature spends an action to put them out.

Cold- (Con) On a fail, the target is frostbitten, suffering an additional 1d6 cold damage and halving movement speed until the end of their next turn

Psychic- (Wis) On a fail, the target takes an additional 1d6 psychic damage and has disadvantage on attacks and saving throws until the end of their next turn.

Force- (Str) On a fail, the target is pushed back 10ft

Lightning- (Con) On a fail, the target takes an additional 1d6 lightning damage and is stunned until the end of their next turn.

Radiant- (Con) On a fail, the target takes an additional 1d6 Radiant damage and is blinded until the end of their next turn.

Necrotic- (Wis) On a fail, the target takes an additional 1d6 Necrotic damage and is frightened until the end of it's next turn.

Thunder- (Con) On a fail, the target takes an additional 1d6 Thunder damage and is deafened until the end of it's next turn.

Acid-(Cha) On a Fail, The target takes an additional 1d6 Acid damage and loses their reaction until the end of it's next turn.

Poison-(Con) On a Fail, The target takes an additional 1d6 Poison damage and has disadvantage on attack rolls and all ability checks until it's next turn.

True Elemental Titan

At 18th level, you gain access to any element on the table you haven't already taken and can regain a number of Arcane Mastery points equal to your wisdom modifier over the course of a short rest

Previous Versions

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