Fighter
Base Class: Fighter

Center your thoughts, and focus on the innate elemental power within. An Elemental Shinobi is a fighter who works in shadows and leverages their chakra to create devastating effects. Much like druidic tribes, these shinobi live in small communities, passing their techniques down to younger generations. 

A Elemental Shinobi focuses in two areas of discipline: the Way of Thunder, and the Way of Flame. The Way of Thunder utilizes a shinobi's dexterous skills to maneuver the battlefield and deal quick damage. The Way of Flame calls forth the shinobi's strength and deals massive damage in battle.

 

Harness Chakra

Starting at 3rd level, the shinobi training allows you to tap into your elemental chakra. Access to this magic is represented by a number of chakra points. Your chakra points are determined by your fighter level.This is represented in the table below.

Level Chakra Points
3 3
4 4
5 5
6 6
7 7
8 8
9 9
10 10
11 11
12 12
13 13
14 14
15 15
16 16
17 17
18 18
19 19
20 20

 

Way of the Element

Beginning when you choose this archetype at 3rd level, you choose one of 2 elemental paths to follow. Elemental Shinobi utilize their innate chakra to manipulate the elements, and create magical effects. Through tireless training, a shinobi could be considered the most dangerous beings in the universe.

Way of Thunder

Starting at 3rd level, you gain the following benefits:

  • Lightning Lunge: As a bonus action, you may lunge forward 10 feet.
  • Harness Lightning: When you hit a creature with a melee weapon attack, you may expend a chakra point to infuse your weapon attack with lightning damage, dealing an additional 1d6 lightning damage.

Way of Flame

Starting at 3rd level, you gain the following benefits:

  • Your weapon attacks score a critical hit on a roll of 19 or 20.
  • Harness Fire: When you hit a creature with a melee weapon attack, you may expend a chakra point to infuse your weapon attack with fire damage, dealing an additional 1d8 fire damage.

Elemental Novice

Way of Thunder

Starting at 7th level, you gain the following benefits:

  • Lightning Lunge(improved): As a bonus action you may lunge forward 30 feet, without offering attacks of opportunity.
  • If you attack 2 enemies in one turn and infuse the attacks with Harness Lightning, you may combine the total damage and deal it to both enemies through chained lightning.

Way of Flame

Starting at 7th level, you gain the following benefits:

  • You may stack chakra points to deal additional damage when using the Harness Fire feature, up to a total of 6d8.
  • Two successful infused attacks in the same combat causes the target to catch fire. This damage deals 1d6 damage at the start of their turn and lasts until they use an action to put out the flames.

Adept Elementalist

Way of Thunder

Starting at 10th level, you gain the following benefit:

  • Lightning Pulse: If you start your turn stunned, grappled, or restrained, you can expend 3 chakra points and end every effect on yourself subjecting you to those conditions.

Way of Flame

Starting at 10th level, you gain the following benefit:

  • Heart Ablaze: if you start your turn charmed or frightened, you can expend 3 chakra points and end every effect on yourself subjecting you to those conditions.

Become Elemental

Way of Thunder

Starting at 15th level, you gain the following benefit:

  •  Ball Lightning: You can expend 5 chakra points to transform into a ball of pure lightning, and your movement speed becomes 200 feet. You must travel in a straight line. You may choose any number of targets within a 10 foot radius of your path to take 5d6 lightning damage.

 

Way of Flame

Starting at 15th level, you gain the following benefit:

  •  Molten Critical: Your weapon attacks score a critical hit on a roll of 18–20, and targets catch fire. This damage deals 4d6 damage at the start of their turn and lasts until they use an action to put out the flames.

Element Incarnate

Starting at 18th level, your mastery of Thunder or Flame allows you access to the other elemental way. During a short or long rest, you may meditate for a brief period of time to change which elemental chakra flows through you. Additionally, if you fall to 0 hit points, the elements themselves will not let you die. You are risen to 15hp + your constitution bonus, and your element switches. This feature may not trigger again for another 1d4 days, in which time the elements flow back into your being.

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