Fighter
Base Class: Fighter

Whether you were born on a solstice where the planes converge, visiting there in your travels, studying them intensely, or just being blessed, you have been touched by one of the elemental planes of existence.

In your youth, you were trained with the tactics of fighting with a weapon and shield, understanding that sometimes a good defense is required to give yourself an opening to implement your offense. 

Your Immense training and elemental gift gave you the power to imbue that which you have learned into that which you know. Your weapon and shield have become planar relics of which your power manifests. 

Whether it be a night with a flaming shield and longsword, a missionary with shield and bo staff swirling in the breeze, a sailor of frosted shield and watery scimitar, or a miner with shield and rock-like whip, you culminate upon one purpose. You are chosen to protect your chosen element’s plane.

Knowledge of the planes

Through your study of the elemental planes, you have learned their secrets. You are proficient in the Arcana skill and you can speak, read, and write a language associated with your chosen element.

Fire: Ignan

Water: Aquan

Air: Auran

Earth: Terran

Air

You learn auran

Earth

You learn terran

Fire

You learn Ignan

Water

You learn aquan

Aspect of the Weapon

You have been trained to master a weapon representing your chosen element. You can use a bonus action on your turn to summon a simple or martial melee weapon. The weapon appears in an open hand and remains for 1 minute, or you use another bonus action to end the effect early. For the duration, you are the only creature that can wield the weapon and you can use your bonus action on your turn to summon the weapon to your hand, teleporting it instantly to a free hand. The details for your summoned weapon pertain to your chosen element. 

Additionally, you can instead expend a use of this feature to imbue a melee weapon you are holding with your chosen element, granting that weapon the abilities of your summoned weapon, however, it does not use the listed weapon damage, damage type, or properties.

You can use this feature a number of times equal to your proficiency bonus.

Fire - Ignited Blade:

Your ignited weapon deals 1d8 slashing damage and has the finesse and martial properties. The first attack that hits each turn with your ignited weapon deals an additional 1d6 fire damage. Additionally, when you deal this extra damage, you can cause the fire to leap to another creature you can see within 15 feet of the original creature, causing the new target to take 1d6 fire damage.

Water - Flooded Mace:

Your flooded weapon deals 1d8 bludgeoning damage and has the finesse and martial properties. The first attack that hits each turn with your flooded weapon deals an additional 1d6 cold damage. Additionally, when you deal this extra damage, you cause ice to freeze over the creature, causing its movement speed to be reduced by 10 feet until the start of your next turn.

Air - Whirling Spear:

Your whirling weapon deals 1d6 piercing damage, and has the finesse, martial, and thrown properties. The first attack that hits each turn with your whirling weapon deals an additional 1d6 lightning damage. Additionally, when you deal this extra damage, the target is wrapped in electrical energy. If the creature takes the attack action on its next turn, the creature takes 1d6 lightning damage.

Earth - Crumbling Whip:

Your crumbling weapon deals 1d4 bludgeoning damage, and has the finesse, martial, and reach properties. The first attack that hits each turn with your crumbling weapon deals an additional 1d6 poison damage. Additionally, when you deal this extra damage, you can cause the creature to be pushed 5 feet in a direction of your choice.

Air - Whirling Spear

Your whirling weapon deals 1d6 piercing damage, and has the finesse, martial, and thrown properties. The first attack that hits each turn with your whirling weapon deals an additional 1d6 lightning damage. Additionally, when you deal this extra damage, the target is wrapped in electrical energy. If the creature takes the attack action on its next turn, the creature takes 1d6 lightning damage.

Earth - Crumbling Whip

Your crumbling weapon deals 1d4 bludgeoning damage, and has the finesse, martial, and reach properties. The first attack that hits each turn with your crumbling weapon deals an additional 1d6 poison damage. Additionally, when you deal this extra damage, you can cause the creature to be pushed 5 feet in a direction of your choice.

Fire - Ignited Blade

Your ignited weapon deals 1d8 slashing damage and has the finesse and martial properties. The first attack that hits each turn with your ignited weapon deals an additional 1d6 fire damage. Additionally, when you deal this extra damage, you can cause the fire to leap to another creature you can see within 15 feet of the original creature, causing the new target to take 1d6 fire damage.

Water - Flooded Mace

Your flooded weapon deals 1d8 bludgeoning damage and has the finesse and martial properties. The first attack that hits each turn with your flooded weapon deals an additional 1d6 cold damage. Additionally, when you deal this extra damage, you cause ice to freeze over the creature, causing its movement speed to be reduced by 10 feet until the start of your next turn.

Aspect of the Shield

You gain a feature associated with your chosen element. When you invoke your shield, you gain a special shield effect based on your choice.

You can activate these abilities by using a bonus action to imbue a shield you are holding with your chosen element which lasts for 1 minute or until you use another bonus action to end the effect early. Additionally, you can choose to infuse both your weapon and shield using the same bonus action on your turn.

Fire - Burning Heater

You invoke burning fire energy onto a shield you are wielding. While invoked, you can use your reaction when a creature hits you with an attack within 10 feet of you to deal fire damage to the creature equal to 1d10 + your Constitution modifier.

Water - Flowing Aegis

You invoke flowing water energy onto a shield you are wielding. While invoked, you can use your reaction when a creature hits you with an attack within 10 feet of you to pulse with water and cause the attacker to get pushed 15 feet away from you. If the creature hits an object or another creature, both the creature and the object or creature take bludgeoning damage equal to 1d6 + your constitution modifier.

Air - Breezing Buckler

You invoke breezing air energy onto a shield you are wielding. While invoked, you can use your reaction when a creature hits you with an attack within 10 feet of you to move using a flying speed equal to your walking speed without provoking opportunity attacks. You must end your movement on a solid surface after taking this reactionEarth - Hardening Pravise

You invoke hardening earth energy onto a shield you are wielding. While invoked, you can use your reaction when a creature hits you with an attack within 10 feet of you to reduce the damage taken equal to your constitution modifier.

Air - Breezing Buckler

You invoke breezing air energy onto a shield you are wielding. While invoked, you can use your reaction when a creature hits you with an attack within 10 feet of you to move using a flying speed equal to your walking speed without provoking opportunity attacks. You must end your movement on a solid surface after taking this reaction

Earth - Hardening Pravise

You invoke hardening earth energy onto a shield you are wielding. While invoked, you can use your reaction when a creature hits you with an attack within 10 feet of you to reduce the damage taken equal to your constitution modifier.

Fire - Burning Heater

You invoke burning fire energy onto a shield you are wielding. While invoked, you can use your reaction when a creature hits you with an attack within 10 feet of you to deal fire damage to the creature equal to 1d10 + your Constitution modifier.

Water - Flowing Aegis

You invoke flowing water energy onto a shield you are wielding. While invoked, you can use your reaction when a creature hits you with an attack within 10 feet of you to pulse with water and cause the attacker to get pushed 15 feet away from you. If the creature hits an object or another creature, both the creature and the object or creature take bludgeoning damage equal to 1d6 + your constitution modifier.

Planar Resilience

You gain a resistance associated with your chosen element and your Aspect of Sword and Aspect of Shield ability can now last up to 1 hour.

Fire

You gain resistance to fire damage

Water

You gain resistance to cold damage

Air

You gain resistance to lightning damage

Earth

You gain resistance to poison damage

Air

You gain resistance to lightning damage

Earth

You gain resistance to poison damage

Fire

You gain resistance to fire damage

Water

You gain resistance to cold damage

Overwhelming Affinity

Your affinity towards your chosen element permanently augments you beyond that of your aspects. The damage you deal ignores resistance to your chosen element. Additionally, you gain a feature based on your chosen element. 

Air - Guiding Winds

The air around you seems to push you along. You increase your walking speed by 10 feet.

Earth - Pummeling Stones

Rocks fly off of your weapon, hurling toward the targets of your assault. Your range for your melee weapon attacks increases by 5 feet.

Fire - Thermal Vision

You are able to read the heat signatures of nearby creatures. You gain blindsight out to a range of 15 feet. If you already have blindsight, its range increases by 5 feet.

Water - Gliding step

You move with such fluidity and grace that you ignore difficult terrain.

Primordial Surge

When you Action Surge you explode in a frenzy of the elements, pushing yourself against the walls holding the elemental planes away from your own. After expending an action surge, you gain an ability relating to the element you chose.

Fire - Scorched Earth

When you action surge, as a free action, you may create a section of fire on the ground in a 5-foot cube within 30 feet of you. The fire lasts 1 minute and cannot be extinguished by natural means. Any creature who starts its turn or enters the area for the first time in a turn takes fire damage equal to 1d8 + your proficiency bonus. At the start of your turn, you can move the fire 30 feet to a space of your choice as a free action.

Water - Frosted Ground

When you action surge, as a free action, you designate a space within 30 feet to create a section of ice on the ground in a 20-foot radius that counts as difficult terrain. When a creature other than you moves 5 feet within the area, it must make a Dexterity saving throw or fall prone (DC 8 + your Constitution Modifier + your Proficiency Bonus).

Air - Static Strike

The first attack you make that hits a creature, after your Action Surge, deals extra lightning damage equal to the number of 5-foot increments of movement you spent on your turn, to a maximum of twice your level. 

Earth - Crystalizing Shove

After Action Surging, and until the end of your turn, every time you move a creature by attacking them, you cause large brittle crystals to sprout from the ground where they moved. The space that the creature occupied, any space the creature entered while traveling, and the space the creature now occupies, grows crystals that deal 1d4 piercing damage when a creature enters their space. After a crystal deals damage, the crystal in that space is destroyed.

Air - Static Strike

The first attack you make that hits a creature, after your Action Surge, deals extra lightning damage equal to the number of 5-foot increments of movement you spent on your turn, to a maximum of twice your level. 

Earth - Crystalizing Shove

After Action Surging, and until the end of your turn, every time you move a creature by attacking them, you cause large brittle crystals to sprout from the ground where they moved. The space that the creature occupied, any space the creature entered while traveling, and the space the creature now occupies, grows crystals that deal 1d4 piercing damage when a creature enters their space. After a crystal deals damage, the crystal in that space is destroyed.

Fire - Scorched Earth

When you action surge, as a free action, you may create a section of fire on the ground in a 5-foot cube within 30 feet of you. The fire lasts 1 minute and cannot be extinguished by natural means. Any creature who starts its turn or enters the area for the first time in a turn takes fire damage equal to 1d8 + your proficiency bonus. At the start of your turn, you can move the fire 30 feet to a space of your choice as a free action.

Water - Frosted Ground

When you action surge, as a free action, you designate a space within 30 feet to create a section of ice on the ground in a 20-foot radius that counts as difficult terrain. When a creature other than you moves 5 feet within the area, it must make a Dexterity saving throw or fall prone (DC 8 + your Constitution Modifier + your Proficiency Bonus).

Aspect Enhancement

Your weapon aspects become more potent. You gain the following increase pertaining to your chosen element.

Fire - Ever Burning Assault

Every Attack that you make with your Weapon Aspect deals 1d4 extra fire damage.

Water - Gelid Hindrance

Every attack that you make that hits a creature reduces that creature’s movement speed by 5 feet until the start of your next turn.

Air - Guided Strike

When you throw your Weapon Aspect, it deals an extra 1d4 extra lightning damage and returns to your hand after you throw it.

Earth - Pummeling Force

Every attack that you make that hits a creature can push that creature 5 feet.

Air - Guided Strike

When you throw your Weapon Aspect, it deals an extra 1d4 extra lightning damage and returns to your hand after you throw it.

Earth - Pummeling Force

Every attack that you make that hits a creature can push that creature 5 feet.

Fire - Ever Burning Assault

Every Attack that you make with your Weapon Aspect deals 1d4 extra fire damage.

Water - Gelid Hindrance

Every attack that you make that hits a creature reduces that creature’s movement speed by 5 feet until the start of your next turn.

Chromatic Magnifique

Your connection to your chosen element becomes overbearingly powerful. Your weapon and shield aspects last until your next short or long rest, but you may still end it early as a bonus action.

Bastion of the Veil

You gain a spell associated with your chosen element which you can cast once per day as the same bonus action used to activate your Aspect of Weapon and Aspect of Shield.

Fire - Flaming Armor

Investiture of Flame

Water - Freezing Shell

Investiture of Ice

Air - Gliding Aura

Investiture of Wind

Earth - Rocky Carapace

Investiture of Stone

Air - Gliding Aura

Investiture of Wind

Earth - Rocky Carapace

Investiture of Stone

Fire - Flaming Armor

Investiture of Flame

Water - Freezing Shell

Investiture of Ice

Elemental Chosen

At 3rd level, you choose an element that you are blessed or chosen by. This will determine your features as you progress through this subclass. Choose between fire, water, air, or earth.

Air

You have the billowing spirit of the plane of air, moving speedily across the battlefield and attacking with electrifying precision.

Earth

You have the bracing spirit of the plane of earth, moving those around you into harms way and shrugging off attacks from your foes.

Fire

You have a burning spirit of the plane of fire, attacking and revoking your foes with a blazing passion

Water

You have a flowing spirit of the plane of water, hindering the movement of your enemies and controlling the battlefield with a chilling embrace

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