Fighter
Base Class: Fighter

Members of the Prismatic Order harness untamed magic to conjure elemental magic, which changes with each attack. As they grow more proficient with the Order's magic, they gain more control over their own luck.

Elemental Imbuement

Beginning when you choose this archetype at 3rd level, your weapon attacks deal an extra 1d4 elemental damage per attack. After a successful hit each attack roll a d6 and consult the following list to see what damage type you are dealing: 1-Poison, 2-Cold, 3-Fire, 4-Lightning, 5-Acid, 6-Thunder.

Imbuement damage increases to 2d4 at 7th level and to 3d4 at 15th level.

This ability only works on your action attack weapon. Bonus Action dual-wield attacks do not gain this benefit.

Luck Modification

At level 7, you gain the ability to modify your Elemental Dice results. You choose one modifier from the following list: Odds/Even Split, Low/High Split, Single Split.

You can choose a different option after a long rest.

Low/High Split

As a bonus action you activate your Split Die, you choose Low (1,2,3) or High (4,5,6) and for 10 minutes after activation you can re-roll until you get a result within the split modifier.

This ability can used twice per long rest. At level 15, you gain a third use.

Odd/Even Split

As a bonus action you activate your Split Die, you choose Odd (1,3,5) or Even (2,4,6) and for 10 minutes after activation you can re-roll until you get a result within the split modifier.

This ability can used twice per long rest. At level 15, you gain a third use.

Single Split

As a bonus action you activate your Split Die, you choose a single result and for 1 minutes after activation you don't roll your elemental die and automatically get the result number you have previously chosen.

This ability can used twice per long rest. At level 15, you gain a third use.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Prism Defense

When you reach level 10, you gain the ability to defend against an element of your choosing based of the elemental powers you wield. You gain resistance to the element you choose and gain a cantrip which you can cast as a bonus action a number of times per long rest equal to your proficiency modifier plus your CON modifier. Casting this cantrip uses your CON modifier as your spellcasting modifier.

You can choose a different resistance at the start of a long rest.

When you reach level 17, you can choose a second Prism Defense option.

Acid

You gain resistance to acid damage and access to the acid splash cantrip.

Cold

You gain resistance to cold damage and access to the frostbite cantrip.

Fire

You gain resistance to fire damage and access to the fire bolt cantrip.

Lightning

You gain resistance to lightning damage and access to the shocking grasp cantrip.

Poison

You gain resistance to poison and access to the poison spray cantrip.

Thunder

You gain resistance to thunder damage and access to the thunderclap cantrip.

Prismatic Fusion

Once you reach level 15, you become capable of combining all the elements together to create one large attack. When combined your weapon turns bright white in color as you strike down the target. You deal 18d4 of radiant or force damage, the target takes half as much damage on a miss.

Prism Blast

At 18, you become more intertwined with your elements. You gain the ability to combine them together and coat it over your body instead of your weapon. After the elements coat your armor and body, you unleash its power in a sphere around you dealing 6d6 to every creature within a 25-foot radius around you. The damage type is rolled using the elemental imbuement dice.

Previous Versions

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6/15/2024 11:42:40 PM
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