Base Class: Fighter
Based on the Last of the Lacers PDF, this class allows your fighter to bend one of the four elements.
Chosen By the Elements
As a bender, you have the supernatural ability to manipulate your element. When you choose this archetype at 3rd level, you must choose an element: fire, air, water, or earth. From that point on, you are a firebender, airbender, waterbender, or earthbender.
You can't choose another element, even if you later get to choose again.
Airbending
Basic Airbending.
You gain the Basic Airbending Cantrip
Elemental Strike.
You can blast an opponent with an elemental strike. You can use your elemental strike when you make an attack. Your elemental strike has the following properties:
- You roll a d6 for the damage of your elemental strike. Your elemental strike deals bludgeoning damage.
- Your elemental strike is a ranged weapon with a normal range of 20 feet, or a long range of 60 feet. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the strike's long range.
- Despite being a ranged weapon, you do not have disadvantage on attack rolls with your elemental strike when a hostile creature is within 5 feet of you, nor when attacking a creature that is prone within 20 feet of you.
- You can use Strength instead of Dexterity for the attack and damage rolls of your elemental strike.
- When you reduce a creature to 0 hit points, you can choose to avoid killing them with your elemental strike, leaving them unconscious.
- When you take the Attack action with a weapon with which you have proficiency on your turn (including your elemental strike), you can make one elemental strike as a bonus action.
Earthbending
Basic Earthbending.
You gain the Basic Earthbending Cantrip
Elemental Strike.
You can blast an opponent with an elemental strike. You can use your elemental strike when you make an attack. Your elemental strike has the following properties:
- You roll a d6 for the damage of your elemental strike. Your elemental strike deals bludgeoning damage.
- Your elemental strike is a ranged weapon with a normal range of 20 feet, or a long range of 60 feet. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the strike's long range.
- Despite being a ranged weapon, you do not have disadvantage on attack rolls with your elemental strike when a hostile creature is within 5 feet of you, nor when attacking a creature that is prone within 20 feet of you.
- You can use Strength instead of Dexterity for the attack and damage rolls of your elemental strike.
- When you reduce a creature to 0 hit points, you can choose to avoid killing them with your elemental strike, leaving them unconscious.
- When you take the Attack action with a weapon with which you have proficiency on your turn (including your elemental strike), you can make one elemental strike as a bonus action.
Firebending
Basic Firebending.
You gain the Basic Firebending Cantrip
Elemental Strike.
You can blast an opponent with an elemental strike. You can use your elemental strike when you make an attack. Your elemental strike has the following properties:
- You roll a d6 for the damage of your elemental strike. Your elemental strike deals bludgeoning damage.
- Your elemental strike is a ranged weapon with a normal range of 20 feet, or a long range of 60 feet. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the strike's long range.
- Despite being a ranged weapon, you do not have disadvantage on attack rolls with your elemental strike when a hostile creature is within 5 feet of you, nor when attacking a creature that is prone within 20 feet of you.
- You can use Strength instead of Dexterity for the attack and damage rolls of your elemental strike.
- When you reduce a creature to 0 hit points, you can choose to avoid killing them with your elemental strike, leaving them unconscious.
- When you take the Attack action with a weapon with which you have proficiency on your turn (including your elemental strike), you can make one elemental strike as a bonus action.
Waterbending
Basic Waterbending.
You gain the Basic Waterbending Cantrip
Elemental Strike.
You can blast an opponent with an elemental strike. You can use your elemental strike when you make an attack. Your elemental strike has the following properties:
- You roll a d6 for the damage of your elemental strike. Your elemental strike deals bludgeoning damage.
- Your elemental strike is a ranged weapon with a normal range of 20 feet, or a long range of 60 feet. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the strike's long range.
- Despite being a ranged weapon, you do not have disadvantage on attack rolls with your elemental strike when a hostile creature is within 5 feet of you, nor when attacking a creature that is prone within 20 feet of you.
- You can use Strength instead of Dexterity for the attack and damage rolls of your elemental strike.
- When you reduce a creature to 0 hit points, you can choose to avoid killing them with your elemental strike, leaving them unconscious.
- When you take the Attack action with a weapon with which you have proficiency on your turn (including your elemental strike), you can make one elemental strike as a bonus action.
Elemental Warrior
When you choose this archetype at 3rd level, you learn Trick Shots that are fueled by special dice called Ki Dice.
Trick Shots. You learn three Trick Shotss of your choice, which are detailed under “Trick Shots” below. Many trick shots enhance an elemental attack in some way. You can use only one Trick Shot per attack.
You learn two additional shots of your choice at 7th, 10th, and 15th level. Each time you learn new shots, you can also replace one Trick Shot you know with a different one.
Ki Dice. You have four superiority dice, which are d6s. A ki die is expended when you use it. You regain all of your expended ki dice when you finish a short or long rest.
You gain another ki die at 7th level and one more at 15th level.
Saving Throws. Some of your shots require your target to make a saving throw to resist the shot’s effects. The saving throw DC is calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Trick Shots
The trick shots are presented in alphabetical order.
Broken Base
When you hit a creature with an elemental attack, you can expend one ki die to attempt to knock the target down. You add the ki die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Disarming Shot
When you hit a creature with an elemental attack, you can expend one ki die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the ki die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Distracting Shot
When you hit a creature with an elemental attack, you can expend one ki die to distract the creature, giving your allies an opening. You add the ki die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Double Shot
When you hit a creature with an elemental attack, you can expend one ki die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your ki die. The damage is of the same type dealt by the original attack.
Elemental Assault
When you hit a creature with an elemental attack, you can expend one ki die to attempt to drive the target back. You add the ki die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Feinting Shot
You can expend one ki die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the ki die to the attack’s damage roll.
Goading Shot
When you hit a creature with an elemental attack, you can expend one ki die to attempt to goad the target into attacking you. You add the ki die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Graceful Fighting
When you move, you can expend one ki die, rolling the die and adding the number rolled to your AC until you stop moving.
Lunging Shot
When you make an elemental strike on your turn, you can expend one Ki Die to increase the short range of that elemental strike by 10 feet, and the long range by 30 feet. If you hit, you add the Ki Die to the attack's damage roll.
Maneuvering Shot
When you hit a creature with an elemental attack, you can expend one Ki Die to maneuver one of your comrades into a more advantageous position. You add the ki die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Menacing Shot
When you hit a creature with an elemental attack, you can expend one ki die to attempt to frighten the target. You add the ki die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Parry
When another creature damages you with a melee attack, you can use your reaction and expend one ki die to reduce the damage by the number you roll on your ki die + your Strength or Dexterity modifier.
Rally
On your turn, you can use a bonus action and expend one ki die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the ki die roll + your Charisma modifier.
Shot Caller
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.
Quick Recovery
Beginning at 7th level, you can spend a Ki Die as a bonus action to recover your stamina. Roll the Ki Die. You regain a number of hit points equal to the number rolled plus either your Wisdom modifier (if you are a waterbender or airbender) or your Charisma modifier (if you are a firebender or earthbender).
Elemental Mastery
At 10th level, your Ki Dice turn into d8s. At 18th level, they turn into d10s.
Supreme Focus
Starting at 15th level, when you roll initiative and have no Ki Dice remaining, you regain one Ki Die.
Elemental Mastery II
At 18th level, your superiority dice turn into d10s.
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