Base Class: Fighter
A warrior, earth rumbling at his feet while the wind whips his cloak around him, holds a blazing sword as he stands before a frozen and shattered corpse. Adeptus Elementes, elite warriors who mingle the four core elements into their offensive and defensive combat tactics. Through intense focus and training you learn how to bolster your defenses and augment your weapon strikes with the elements of earth, air, fire, and water. The core elements that make up all living things. There are very few that can stand against a fully trained Adeptus Elementes and fewer still with the willpower to master this deadly combat style.
Elemental Combat
When you choose this archetype at 3rd level, you learn augmentations that are fueled by special dice called elemental dice.
Augmentations. You learn two augmentations of your choice, which are detailed under “Augmentations ” below. Many augmentations enhance an attack in some way. You can use only one augmentation per attack.
You learn or upgrade two augmentations of your choice at 7th, 10th, and 15th level. Each time you learn new augmentations, you can also replace one augmentation you know with a different one.
Elemental Dice. You have four elemental dice, which are d8s. A elemental die is expended when you use it. You regain all of your expended elemental dice when you finish a short or long rest.
You gain another elemental die at 7th level and one more at 15th level.
Saving Throws. Some of your augmentations require your target to make a saving throw to resist the augmentations effects. The saving throw DC is calculated as follows:
Augmentation save DC = 8 + your proficiency bonus + your Wisdom modifier.
Channel the Elements
Drawing upon the elements you plant your feet as you feel a slight tremor in the ground, a breeze drifts past carrying scents of wood smoke and rain. At 3rd level, you have learned how to call the elements to your service. You can invoke an ancient magic known as Elemental Calling. It graces you with supernatural speed, agility, resistance and focus.
You can use a bonus action to start the Elemental Calling, which lasts for 1 minute. It ends early if you are incapacitated. You can also dismiss the Elemental Calling at any time (no action required).
While your Elemental channel is active, you gain the following benefits:
- You gain a bonus to your AC equal to your Wisdom modifier (minimum of +1).
- Your walking speed increases by 10 feet.
- Your movement does not provoke opportunity attacks.
- Your attacks score a critical hit on a 19 or 20.
You can use this feature twice, and you regain all expended uses of it when you finish a short rest.
You also learn the following cantrips: control flames, gust, mold earth, and shape water.
Augmentations
The augmentations are presented in alphabetical order.
Binding Stone
When you hit with a weapon attack, you can expend one elemental die to add the total as magical bludgeoning damage to the damage roll and cause hard stone to form around the targets feet, the target must make a STR saving throw (DC {{savedc:wis}}). On failure, the target is restrained. The condition will end when the target or another creature uses its action to break the target free.
Charged Bolt
When you hit with a weapon attack, you can expend one elemental die to add the total as lightning damage to the damage roll and shoot a small arc of lightning at another creature. Choose another creature within 30 feet to hit with a lightning bolt, the target must make a DEX saving throw (DC {{savedc:wis}}). On failure, the target takes two elemental dice of lightning damage and half as much on a success. This bolt can occur only once per attack action.
Clinging Flames
When you hit with a weapon attack, you can expend one elemental die to add the total as fire damage to the damage roll as flames begin to crawl all over the target, the target must make a DEX saving throw (DC {{savedc:wis}}). On failure, the target is set ablaze and takes the elemental die in fire damage at the start of its turn. The condition will end when the target or another creature uses its action to put the flames out.
Crushing Wave
When you hit a creature with a weapon attack, you can expend one elemental die to attempt to knock the target down. You add the elemental die as cold damage to the attack’s damage roll, and if the target is Huge or smaller, it must make a Strength saving throw (DC {{savedc:wis}}). On a failed save, you knock the target prone.
Improved Binding Stone
When you hit with a weapon attack and use the Binding Stone augmentation you can force another creature within 5 feet to make the saving throw or become restrained.
Improved Charged Bolt
When you hit with a weapon attack and use the Charged Bolt augmentation you can make an additional attack as part of the same action that does all lightning damage. This extra attack can occur only once per attack action.
Improved Clinging Flames
When you hit with a weapon attack and use the Clinging Flames augmentation the flames ignore fire resistance and fire immunity becomes resistance.
Improved Crushing Wave
When you hit with a weapon attack and use the Crushing Wave augmentation, if the target is Huge or smaller and fails the saving throw you can also push the target up to 15 ft. away from you.
Elemental Suffusion
Starting at 7th level, you can use your attunement to the elements to move faster and deflect some harmful energies that come at you. Proficiency Bonus times per long rest, you can cast absorb elements. You can now us the dash action as a bonus action.
Improved Elemental Combat
At 10th level, your elemental dice turn into d10s. At 18th level, they turn into d12s. Also when you use Action Surge you may choose one of the following effects as the elements burst out around you.
Air: You deal two elemental dice of lightning damage to all hostile creatures within 15 feet of you before or after you teleport to an unoccupied space you can see up to 30 feet away. This can happen before or after the second action.
Earth: You deal two elemental dice of magical bludgeoning damage to all hostile creatures within 15 feet of you and the ground becomes difficult terrain until the begining of your next turn.
Fire: All attacks taken during the second action deal an additional two elemental dice of fire damage.
Water: You deal two elemental dice of Cold damage to all hostile creatures within 15 feet of you and they have disadvantage on their next attack roll.
Relentless Elements
Starting at 15th level, when you roll initiative and have no elemental dice remaining, you regain one elemental die.
One with the Elements
At 18th level, your elemental dice turn into d12s. When an attack would reduce you to 0 hit points you immediately transform into a random elemental. Roll 1d4 to determine what type of elemental you become (1 air, 2 earth, 3 fire, 4 water). You remain in this form until the end of your next turn at which time you use your Second Wind even if you have no uses of that feature left. You must a long rest before you can use this feature again.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
---|---|---|---|---|---|
3/15/2024 12:56:12 PM
|
1
|
0
|
--
|
Coming Soon
|
|
3/15/2024 2:00:43 PM
|
0
|
0
|
--
|
Coming Soon
|
|
3/16/2024 7:34:07 PM
|
1
|
1
|
--
|
Coming Soon
|
Comments