Base Class: Fighter
A man wreathed in flames takes hold of the enemy combatant's commander, burning his hands and eyes directly into his opponent. Another, a woman, with electricity coursing through her veins to allow for quick and electrifying strikes against an unholy enemy. Honed Elemental Knights have learned to hold their own worth by harboring and conquering the ways of different elements. They are ever growing and always looking forward to the next task at hand with their unique capabilities at their disposal. Those who choose this way of fighting learn to embrace the chaos of their own element and use it willingly against those who oppose them.
Honed Element
You embrace a given natural element to comply to your bidding. Once choosing this subclass at 3rd level, you may choose one of the following elements to imbue yourself with:
Acid, Cold, Fire, Lightning, Poison, Necrotic, or Radiant.
This chosen element provides additional benefits related to each element as you progress through the subclass.
Acid
You choose Acid as your mastered element.
Cold
You choose Cold as your mastered element.
Fire
You choose Fire as your mastered element.
Lightning
You choose Lightning as your mastered element.
Necrotic
You choose Necrotic as your mastered element.
Poison
You choose Poison as your mastered element.
Radiant
You choose Radiant as your mastered element.
Elemental Strikes
Beginning when you choose this archetype at 3rd level, you may use a bonus action to imbue your attacks with your honed element. All of your attacks deal an additional 1d4 damage (provided for your honed element) for the next 3 minutes. During this duration, you also gain resistance to your honed element.
The 1d4 increases to a 1d6 at 10th level and increases again to 1d8 at 14th level. You can use this feature a number of times equal to your proficiency modifier per long rest. You regain all expended uses when you take a long rest.
Elemental Soul
Starting at 7th level, when you are reduced to 0 hit points you can instead drop to 1 hit point. When you use this feature, you generate a chaotic elemental explosion centered on yourself that has a radius of 15 feet. All creatures within the radius must make a Dexterity saving throw vs 8 + your proficiency + you constitution modifier. On a failed save they take 4d8 (chosen) damage and half as much on a successful save. You cannot use this feature again until you have completed a long rest.
Elemental Embrace
Starting at 10th level, you have completely embraced the physical changes of your element and have improved your overall capabilities with it. You emit 30-feet of light, with the color based on your chosen element stated below. This light can be diminished or fully suppressed by using a bonus action. Additionally, when using your Elemental Strikes ability, you ignore resistances and treat immunity as resistance to your honed element.
- Acid: Dark Green
- Cold: Light Blue
- Fire: Red
- Lightning: Deep Purple
- Poison: Light Green
- Necrotic: Dull Grey
- Radiant: Pure White
Element of the Exalted
Starting at 15th level, you naturally exude your honed element. You gain permanent immunity to your honed element type. Additionally, your Elemental Strike ability lasts for 10 minutes instead of 3 minutes.
Acid Immunity
You gain immunity to Acid damage.
Cold Immunity
You gain immunity to Cold damage.
Fire Immunity
You gain immunity to Fire damage.
Lightning Immunity
You gain immunity to Lightning damage.
Necrotic Immunity
You gain immunity to Necrotic damage.
Poison Immunity
You gain immunity to Poison damage.
Radiant Immunity
You gain immunity to Radiant damage.
Epitome of Honed Element
At 18th level, you become the living embodiment of your honed element in the midst of battle. When you activate your Elemental Strikes ability, you produce a 5-foot radius of your honed element that naturally spills out, centered on you. Creatures that start their turn in this radius take 4d8 (chosen) damage. When this ability starts, you may choose any creature within 30 feet around you to take only half damage to this ability.
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