Base Class: Fighter
The Primordial Knight channels the raw, untamed forces of nature into their combat prowess. Drawing power from the elemental planes, these warriors harness the fury of fire, the resilience of earth, the fluidity of water, and the agility of air. Primordial Knights seamlessly blend martial skill with elemental magic, striking with the force of a raging storm or defending with the steadfastness of a mountain. Whether wreathed in flames or surrounded by swirling winds, these fighters are a force of nature on the battlefield, adapting their tactics to exploit the weaknesses of their foes and protect their allies with elemental fury.
Primordial Warrior
Starting at level 3, you gain the following benefits due to your relationship with the elements:
Primordial Prowess: Whenever you hit with an attack, you gain a bonus to your damage equal to 1d4. The damage to 1d6 at level 6, 2d4 at level 11 and 1d10 at level 16 in this class. The damage type is one of the elements you have trained in.
Primordial Protection: Whenever you are hit with an attack, you can increase your AC until the start of your next turn by an amount equal to your Constitution modifier. You can only do so a number of times equal to your Constitution modifier per short rest.
Primordial Prodigy
Starting at level 3, you choose an element out of the 4: Fire, Cold, Lightning, Poison. You gain features depending on your choice of elemental damage type at level 3 and level 7. The reaction buff is applied to the Primordial Protection provided by Primordial Warrior.
Cold
The damage done by your Primordial Prowess is Cold. The reaction buff for Cold is:
You chill your enemy up. They gain a reduction to their movement speeds equal to 5ft times your proficiency bonus until the end of their next turn.
Fire
The damage done by your Primordial Prowess is Fire. The reaction buff for Fire is:
You set the enemy on fire. They take damage equal to a roll of a singular elemental die at the start of their next turn.
Lightning
The damage done by your Primordial Prowess is Lightning. The reaction buff for Lightning is:
You shock your enemies reflexes. They cannot take reactions until the end of their next turn.
Poison
The damage done by your Primordial Prowess is Poison. The reaction buff for Poison is:
Your spray them with poison. The enemy has disadvantage on ability checks and attack rolls until the end of their next turn.
Fleeting Presence
Starting at level 7, your connection with your chosen element have allowed you to embody certain traits of them.
Cold
You can now breathe both air and water. In addition to that, you also gain a swimming speed equal to your walking speed and can walk on liquids.
Fire
You do not provoke opportunity attacks. When you move within 5 feet of a creature or an object that isn't being worn or carried, it takes fire damage equal to the elemental damage die. A creature or object can take this damage only once during a turn.
Lightning
You gain 15ft extra movement speed and do not provoke opportunity attacks. You can move through the space of another creature, and difficult terrain does not cost you extra movement.
Poison
You can teleport 10ft as a bonus action, and whenever you do so, you gain a flying speed of walking speed until the end of your next turn. At the end of your next turn you fall down as normal if you are still airborne and have no means of keeping yourself airborne.
Elemental Mastery
Starting at level 10, the elements you gained at level 3 have grown with you into more powerful versions of themselves. You can now use a new element alongside your chosen element from level 3 for Primordial Prowess. You gain resistance to the two chosen damage types.
Acid
Cold gives way to Acid.
Necrotic
Poison gives way to Necrotic.
Radiant
Fire gives way to Radiant.
Thunder
Lightning gives way to Thunder.
Primordial Wrath
Starting at level 15, you now exude an aura of 15ft around yourself. Enemies in the aura lose resistance and treat immunities as resistances against the chosen elemental damages dealt by you only. The elementals damage types are those that you gain at level 3 and level 10.
Primordial Demigod
Starting at level 18, as a bonus action, you draw in from the primordial connection between you and the elements you embody. For the next minute, you gain the following benefits:
Half Cover: You are under the effects of Half Cover.
Primordial Evasion: If you are subjected to an effect that allows it to make a saving throw to take only half damage, you instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. This effect does not work against effects that deal bludgeoning, slashing, piercing, force or psychic damage.
Primordial Shield: Whenever a creature hits you with an attack, the shield erupts with primordial energy, spiraling towards the attacker. The attacker takes 2d6 damage of one of your two chosen damage types from level 3 and level 10.
You can use this feature thrice. You regain all expended uses once you finish a short or long rest.
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