Base Class: Fighter
After the War of the Calamities that plagued the continent of Alari, The Dragon Priests, Arentis and Amethyst, deemed it necessary to create a faction to help protect the rifts that sporadically open between the Material Plane and the Inner Elemental Planes. This faction would be heralded as the RiftGuard, a group of Elite Fighters who learned how to harness the unstable elemental powers around the Rifts and channel them into combat. Their purpose is to protect the Rifts from those who wish to use them for immoral gains, and to ensure nothing makes it out from them, into the Material Plane.
Elemental Cultivation
The Dragon Priests bestowed a gift upon the Riftguard warriors. The ability to draw the forces of nature into their body. At level 3, You gain Elemental Points, the source of your power. You gain 2 + Wisdom modifier of EP, and gain 1 EP per level you gain in this class. You also gain the Primordial language if you haven't already learned it.
Elemental Augmentation
You have mastered the ability to shape and control these powers of nature as well. At level 3, choose 2 of the following elements as part of your Elemental training. You also gain another element at levels 7, 10, and 15. A weapon that you attack with is imbued with this element. Add 1d4 damage of this element to any attacks you make against a creature. This costs 1 Elemental Point to activate, and lasts for 5 rounds, or until you use a control ability.
Choose an element at each designated level: Fire, Cold, Lightning, Poison, Necrotic, Radiant, Acid, Earth
Elemental Augmentation - Acid
A weapon that you attack with is now imbued with this element. Add 1d4 damage of this element to any attacks you make against a creature. This costs 1 EP, and lasts for 5 rounds, or until you use a control ability.
Elemental Augmentation - Cold
A weapon that you attack with is now imbued with this element. Add 1d4 damage of this element to any attacks you make against a creature. This costs 1 EP, and lasts for 5 rounds, or until you use a control ability.
Elemental Augmentation - Earth
A weapon that you attack with is now imbued with this element. Add 1d4 damage of this element to any attacks you make against a creature. This costs 1 EP, and lasts for 5 rounds, or until you use a control ability.
Elemental Augmentation - Fire
A weapon that you attack with is now imbued with this element. Add 1d4 damage of this element to any attacks you make against a creature. This costs 1 EP, and lasts for 5 rounds, or until you use a control ability.
Elemental Augmentation - Holy
A weapon that you attack with is now imbued with this element. Add 1d4 damage of this element to any attacks you make against a creature. This costs 1 EP, and lasts for 5 rounds, or until you use a control ability.
Elemental Augmentation - Lightning
Expend 1 Elemental Point. Add 1d4 Lightning damage to any successful attacks against a creature. This effect lasts for 5 combat rounds, or until you use a control ability.
Elemental Augmentation - Poison
A weapon that you attack with is now imbued with this element. Add 1d4 damage of this element to any attacks you make against a creature. This costs 1 EP, and lasts for 5 rounds, or until you use a control ability.
Elemental Augmentation - Void
A weapon that you attack with is now imbued with this element. Add 1d4 damage of this element to any attacks you make against a creature. This costs 1 EP, and lasts for 5 rounds, or until you use a control ability.
Elemental Instability
After you make an attack action with a weapon imbued with an element, you may expend 1 Elemental Point and use your bonus action to cause the element to spark in the face of your enemies. Make a weapon attack, and if the attack succeeds, deal an additional 1d6 damage of the element the weapon is imbued with.
Elemental Control
You have learned to shape and form the elements in various ways and use them to your advantage. Choose two of these martial options at level 7, one at 10, one at 15, and two more at level 18.
Elemental Burst
Use your bonus action to expend 2EP. You may use the element you are imbued with to take the Dash action as a bonus.
Elemental Cloak
On a bonus action and expending 3 EP, you cover your self in a protective skin of the element you wield. You gain 2 AC for the next 2 rounds, and the cloak disperses into the air around you.
Elemental Orb
After expending your bonus action and 1 Elemental Point. You concentrate the energy in your weapon into an orb at the tip of your blade. Make a ranged attack with a range of 30/60 feet. If the attack succeeds, you deal your regular damage, plus an additional weapon die. The elemental energy in your weapon is expended after using this ability.
Elemental Resistance - Acid
Your have gained strong experience manipulating the various types of Acids. You gain resistance to Acid damage.
Elemental Resistance - Cold
Your have gained strong experience manipulating the element of Cold. You gain resistance to Cold damage.
Elemental Resistance - Earth
Your have gained strong experience manipulating the element of Earth. You gain resistance to Force damage.
Elemental Resistance - Fire
Your have gained strong experience manipulating the element of Fire. You gain resistance to Fire damage.
Elemental Resistance - Holy
Your have gained strong experience manipulating the aura of the Holy realms. You gain resistance to Radiant damage.
Elemental Resistance - Lightning
Your have gained strong experience manipulating the element of Lightning. You gain resistance to Lightning damage.
Elemental Resistance - Poison
Your have gained strong experience manipulating the various types of Poison. You gain resistance to Poison damage.
Elemental Resistance - Void
Your have gained strong experience manipulating the elements of the Void. You gain resistance to Necrotic damage.
Elemental Thrust
After expending 5 EP, you overload the elemental power you control in your weapon. As an action, you may expend the power in your weapon and fire an elemental spear in a straight line, 40 foot by 5 foot. Any creature in this line must make a Con save or suffer 5d8 damage of the element you currently wield. The energy in the weapon is expended after this ability is used.
Elemental Wave
After expending 3 EP, a wave of elemental destruction emits from the weapon you wield. The wave deals damage in a 30 foot cone. Any creatures must succeed on a DEX saving throw against your DC (8+Dex Mod+Proficiency) or suffer 3d8 damage of the elemental your weapon is imbued with. A creature that saves suffers half damage.
Explosion
In a 20 foot circle around you, you cause the elements in the air to detonate at a dangerous level. All creatures must make a Con saving throw or suffer 5d10 damage of an element you control. This costs 8 EP, and is used as an action.
Elemental Discharge
At level 10, you've learned to discharge the elements to gain you safety. After a bonus action, you can expend 2 EP, to summon a short surge of elemental energy, When you use your action surge, you release a surge of energy. Creatures 10 feet around you must make a Dexterity saving throw or become stunned for 1 round. This ability can be used 2 times before a short rest is required.
Elemental Charmer
You've spent so much time around elementals, that you've learned to almost sway them in your favor. You have advantage on Charisma checks when you engage in conversation with an elemental.
Elemental Master
At level 18, you've become so attuned to the elements that you have learned to control weaker elementals. After using 10 EP, you may summon a CR 5 elemental of your choice. This elemental has it's own initiative, and listens to your commands in it's native tongue. This elemental is summoned for 1 hour, or until it's hp reaches 0, in which it loses shape and dies. You may use this ability once per long rest.
Previous Versions
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