Fighter
Base Class: Fighter

A guardian of nature and the elements that flow through the Material Plane, you have mastered ancient arts of combat used by champions of Earth, Water, Fire and Air. 

Elemental Aspect

You can pick 1 of the following four Aspects, which determine some of the abilities this class can use: Air Aspect, Earth Aspect, Fire Aspect or Water Aspect.

Additionally the power of the elements has granted you to cast magical cantrip spells.

 

Air Aspect

You summon the power of the wind to make your body lighter than air. 

Your body becomes lighter with as a gust of wind goes to your feet. You gain a bonus movement of 1d4 x 5 feet.  You can use this feature 2 times and it will recharge after a long rest

On level 7: you can roll a 2d4 instead of a 1d4.

On level 10: you can use this ability for 3 times and it recharges on a long rest.

On level 15: you can roll a 3d4 instead of a 1d4.

On level 18: you can use this ability for 4 times and it recharges on a long rest.

Earth Aspect

Earth energy courses through your body to strengthen and protect.

The earth rises up to protect you and absorbs 1d4 incoming piercing, slashing, bludgeoning, poison, fire, and lightning damage. You van use this feature for 2 times and it recharges on a long rest

On level 7: You can roll 2d4 instead of a 1d4.

On level 10: You can use this feature for 3 times.

On level 15: You can use this fearure foe 3d4 instead of a 1d4.

On level 18: You can use this feature for 4 times.

Fire Aspect

You are empowered by the flames of passion. Burning through your whole being.

Your weapon burns with fire as it burns brightly to conquer your foes. One part of your weapon will be blanketed by fire for 10 minutes. Your damage will include a 1d4 fire damage. You can deactivate this at anytime, you can use this twice and recharge at a long rest.

On level 7: You can roll 2d4 instead of 1d4 on damage.

On level 10: You can use this feature for 3 times.

On level 15: You can roll 3d4 instead of 1d4 on damage.

On level 18: You can use this feature for 4 times.

Water Aspect

The gentle water endures, as it's spirit is empowering your body with life giving energies. 

 You have been blessed by the water deities. You touch a small potion container or 227ml container with water inside it. The water changes into a different liquid for 2 days and it will be going back to water after 3 days if it's not consumed. Roll a d4 for the result.

1. Potion of Healing

2. Alchemist fire 

3. Basic poison enough to fill 3 vials

4. Potion of Growth

On level 7: you can get 2x the amount of what you roll instead of 1.

On level 10: you can use this ability for 3 times.

On level 15: you can get 3x the amount of what you roll instead of 1.

On level 18: you are now able to turn water to a much more stronger variant.

1. Elixir of Health

2. Potion of Supreme Healing

3. Potion of Mind Reading

4. Oil of Etherealness

 

 

 

 

Green Knight

At 7th level, you know the spell Speak with animals. and it does not count against the Arboreal Vanguard spells you know. You can cast it twice and it will recharge after a long rest.

Arboreal Doctrine

You have mastered both the fighting styles of the elementally infused and the subtle manipulation of the elements while fighting. At 15th level, depending on which Aspect you are currently utilizing, you gain the following abilities.


Air Aspect: You do not suffer disadvantage with a ranged weapon attack if it is within the weapons first range increment.


Earth Aspect: You gain a +2 bonus to attack and damage rolls with Strength based attacks.


Fire Aspect: While you are wielding a Martial Weapon, you gain advantage on Strength and Dexterity saving throws.


Water Aspect: You are unaffected by difficult terrain and your walking speed increases by 10ft.

 

Earth's Might

You gain a +2 bonus to attack Strength based attacks.

Earth's Might damage

You gain a +2 bonus to damage rolls with Strength based attacks.

Flaming Determination

you gain advantage on Strength and Dexterity saving throw while holding a Martial weapon.

Liquid Movement

You are unaffected by difficult terrain and your walking speed increases by 10ft

Master of the Elements

At 18th level, when you use an Action Surge, you can immediately switch to a different Elemental Aspect. You can do this before or after the additional action.

 

Earth's Chosen

You fully grasped the power of the land and make it yours.

Fire Keeper

Mastering the fire element, empowers your attacks with destructive force.

Master of Air

Reaching the Pinnacle, you become the avatar of the wind. As you imbue your strength with Air. It becomes an extension of your body.

Master of Water

You have mastered the control of liquids. As the Elemental spirits have fully trusted you maintain the balance. When you put a liquid to a potion container it will change to something stronger. 

Elemental Savant

You become accustomed with your powers that you gain a deeper understanding. You gain +2 on Wisdom and able to cast more stronger spells.

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