Fighter
Base Class: Fighter

You are a protector of the elemental planes, your connection with them lets you borrow power to perform your duty as an elemental warden. Your journey as an elemental warden can take you to many different places in the material plane and also in the elemental planes. Sometimes the elemental forces want to play a role in the fate of the planes and send an elemental warden to do the work they need to be done. 

Elemental Bond

3rd-level Elemental Warden feature

You can use the bond you have with the elementals to enhance yourself. You get three elementals of your choice, from among the ones described below. When you reach certain levels in this class, you obtain additional elementals, as shown in the Elemental table.

Elemental
Fighter Level Number of elementals
3rd 3
7th 4
10th 5
15th 6

Whenever you finish a short or long rest, you can choose one elemental from the ones you have, and bound yourself to it. You remain bound to the elemental until you finish a short rest to choose a different elemental. 

The following elementals are available to you when you obtain a new elemental. If an elemental has a level requirement, you must be at least that level in this class to obtain that elemental. If an elemental ability requires a saving throw, your Elemental Magic save DC equals 8 + your proficiency bonus + your Wisdom modifier.

Air Elemental.  While bound to this elemental, you have proficiency with Sleight of Hand checks and you know the Gust cantrip.

Fire Elemental. While bound to this elemental, you have proficiency with Performance checks and you know the Control Flames cantrip.

Water Elemental.  While bound to this elemental, you have proficiency with Deception checks and you know the Shape Water cantrip.

Earth Elemental.  While bound to this elemental, you have proficiency with Nature checks and you know the Mold Earth cantrip.

Light Elemental (10th Level or Higher). While bound to this elemental, you have proficiency with Medicine checks and you know the Guidance cantrip.

Shadow Elemental (10th Level or Higher).  While bound to this elemental, you have proficiency with Stealth checks and you know the Mage Hand cantrip.

Imbued Weapon

3rd-level Elemental Warden feature

You have learned how to imbue your weapons with the energy of elementals. As an action choose a weapon you are proficient with, this weapon magically gains the following benefits, which last for 1 minute:

  • As a bonus action you can make the weapon glow, it sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
  • All your attacks with this weapon are considered magical for the duration of the ability.
  • The damage type of the weapon changes to one associated with the elemental you are bound to, plus once on each of your turns one of your attacks with the weapon can deal an extra 1d6 damage to a target on a hit.

Air Elemental: Thunder Damage

Fire Elemental: Fire Damage

Water Elemental: Ice Damage

Earth Elemental: Bludgeoning Damage

Light Elementals: Radiant Damage

Shadow Elemental: Necrotic Damage

The turn this feature is activated you can make one attack with advantage as a bonus action

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Energy Strike

7rd-level Elemental Warden feature

You learn how to strike your enemies with elemental energy. As a bonus action, you choose a creature you can see within 30 feet of you and make a ranged attack. On a hit, the creature takes damage equal to 1d10 + your fighter level. Hit or miss the projectile has an additional ability, the damage type and the projectile's ability depend on the elemental you are bound to.

Air Elemental: You teleport right next to the target, the closest point to your original position. All attacks against you have disadvantages until the start of the next turn.

Fire Elemental: The projectile explodes covering everything with flames in a 10-foot radius centered in the target until the start of your next turn. Any creature that starts its turn inside the flames or that enters it during its turn takes fire damage equal to 1d4 + your fighter level. 

Water Elemental: Your body gets covered in ice granting you temporary hit points equal to 2 times your fighter level until the start of your next turn. If a creature hits you with a melee attack while you have these points the creature takes damage equal to half your fighter level (rounded down).

Earth Elemental: The floor in a 10-foot radius centered in the target transforms into difficult terrain. You gain +2 AC until the start of the next turn.

Light Elemental: You call a 10-foot radius beam of light that heals allies, the beam fades at the start of the next turn. Any ally creature that starts its turn in the beam or that enters it during its turn is healed by 1d6 plus your Wisdom modifier and gain resistance to all damage until the start of your next turn.

Shadow Elemental: Magical darkness spreads from the target to fill a 10-foot radius sphere until the start of your next turn. You can see through the magical darkness and any creature that you hit inside the darkness receives extra damage equal to your wisdom modifier.

 You can use this feature once per short or long rest.

Deep Connection

10th-level Elemental Warden feature

You can cast the Tiny Servant spell once per long rest. When you do so, you don't need an object to animate instead a Tiny version of the elemental you are bound to appear. The stats remain the same, just that the creature is considered an elemental instead of a construct and the damage type for their attack is the same as the one they grant you in the Imbued Weapon feature.

Moreover, the extra damage you deal with your Imbued Weapon feature increases to 1d8.

Magnified Strike

15th-level Elemental Warden feature

The amount of energy that you can accumulate doubles, improving the Energy Strike feature:

  • You can use the Energy Strike feature twice, rather than once per short rest.
  • The damage increases to 2d10 + your fighter level.

Elemental Master

18th-level Elemental Warden feature

You become one with the elemental forces. As a result, the extra damage you deal with the Imbued Weapon feature increases to 1d10. Moreover, when you use the Energy Strike feature you can change the element you are bound to as a part of the action, the change can be done before or after the attack is done.

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