Base Class: Fighter
Masters of an ancient and disciplined fighting art, Elemental Warriors blend martial prowess with the raw power of the primordial elements. Through credos, they learn to harness elemental forces, unlocking powerful new techniques as they train and master each of the four primordial elements.
Level 3: Elemental Credo
Through rigorous training, you have dedicated yourself to mastering an elemental credo, augmenting your attacks and abilities with a primordial element. You can choose one of the four elemental credos; Credo of the Flame, Credo of the Tides, Credo of the Earth, and Credo of the Winds.
Credos govern elemental techniques, such as Suffused Strike. You learn new credos and techniques when you reach certain Fighter levels (see table below).
| Fighter Level | Elemental Credos Known | Elemental Techniques Known |
|---|---|---|
| 3 | 1 | 2 |
| 7 | 2 | 4 |
| 10 | 3 | 6 |
| 15 | 4 | 8 |
Elemental Points. You gain a number of elemental points equal to your Constitution modifier plus your proficiency bonus. These points can be used to preform elemental techniques. You regain these points when you finish a short or long rest.
Elemental Techniques. These techniques allow you to harness the elements to control the battlefield and inflict devastating attacks. You can only use one technique per attack.
These choices are detailed under “Elemental Techniques” below. Each technique is governed by a particular credo that you must first learn. Additionally, each time you level, you can also replace one technique you know with a different one from your available list.
Suffused Strike. The most fundamental elemental technique of any credo, this technique allows the elemental warrior to augment their martial attacks with elemental damage. This technique does not count toward your number of known techniques.
When hit a creature with an attack roll, you can spend 1 elemental point to deal an additional 1d4 elemental damage. This elemental damage scales as you level; 1d6 at 7th, 1d8 at 10th, 1d10 at 15th.
Saving Throws. Some of your techniques require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows:
Elemental Technique save DC = 8 + your proficiency bonus + your Constitution modifier
Credo of the Earth
You have studied the earth and gained access to earth-based elemental techniques.
You learn the Earth Suffused Strike technique, and you can now choose from the following techniques: Earthen Grasp, Stalwart Stance, and Stoneguard.
Credo of the Flame
You have studied the flame and gain led access to fire-based elemental techniques.
You learn the Fire Suffused Strike technique, and you can now choose from the following techniques: Blazing Strikes, Blinding Ignition, and Fire Dash.
Credo of the Tides
You have studied the tides and gained access to water-based elemental techniques.
You learn the Water Suffused Strike technique, and you can now choose from the following techniques: Crashing Wave, Flowing Defense, and Ice Bind.
Credo of the Winds
You have studied the winds and gained access to air-based elemental techniques.
You learn the Air Suffused Strike technique, and you can now choose from the following techniques: Gale Shield, Vacuum Strike, and Wind Step.
Elemental Techniques
The following techniques are available based on your known elemental credos.
Blazing Strike
When you hit a creature with an attack roll, you can spend 3 elemental points to deal an additional 2d4 fire damage. This damage scales as you level; 2d6 at 7th, 2d8 at 10th, 2d10 at 15th.
Blinding Ignition
When you take the attack action, you can replace one of your attacks, at the cost of 1 elemental point, to create a blinding flame in front of a target's eyes. The target must succeed on a Dexterity saving throw against your Elemental Technique DC or become blinded until the end of your next turn.
Crashing Wave
When you hit creature with an attack roll, you can spend 2 elemental points to deal additional 1d4 cold damage and force the target to make a Strength save against your Elemental Technique DC or be pushed 10 feet away in a direction of your choice. This damage scales as you level; 1d6 at 7th, 1d8 at 10th, 1d10 at 15th.
Earthen Grasp
When you hit a creature with an attack roll, you can spend 2 elemental points to deal an additional 1d4 lighting damage to the creature and they must succeed a Strength save against your Elemental Technique DC or speed is reduced by half until the end of your next turn. This damage scales as you level; 1d6 at 7th, 1d8 at 10th, 1d10 at 15th.
Fire Dash
As a Bonus Action, you can spend 2 elemental points to move through creatures and objects as if they were difficult terrain. Any creature you pass through takes 1d4 fire damage. This damage scales as you level; 1d6 at 7th, 1d8 at 10th, 1d10 at 15th.
Flowing Defense
As a Reaction, You can spend 1 elemental point to reduce incoming damage by an amount equal to 1d4 + your Constitution modifier. The reduced damage scales as you level; 1d6 at 7th, 1d8 at 10th, 1d10 at 15th.
Gale Shield
As a Reaction, you can spend 1 Elemental Point to gain a bonus to your AC equals to your Consitution modifier (minimum of one) bonus until the start of your next turn.
Ice Bind
As an Action, you can spend 3 elemental points to freeze the ground in a 10-foot square for 1 minute. If a creature starts their turn on the ice, they must succeed on a Dexterity save against your Elemental Technique DC or their speed reduced to 0. Creatures repeat the save until they succeed or the technique ends.
Stalwart Stance
As a Bonus Action, you can spend 1 elemental point to gain advantage on Strength checks and saving throws for 1 minute.
Stoneguard
As a a Bonus Action, you can expend 3 elemental points to gain resistance to bludgeoning, piercing, and slashing damage until the start of your next turn. Additionally, when a creature hits you with a melee attack, they take 1d4 lighting damage, which scales as you level; 1d6 at 7th, 1d8 at 10th, 1d10 at 15th.
Vacuum Strike
When you hit a creature with an attack roll, you can spend 3 elemental points to deal an additional 1d4 thunder damage to the creature and any other creatures within a 15-foot radius centered on the target must make a Strength save against your Elemental Technique DC or be pulled to the closest available space to the target. This damage scales as you level; 1d6 at 7th, 1d8 at 10th, 1d10 at 15th.
Windstep
As a Bonus Action, you can spend 1 elemental Point to take the Disengage Action and increase your movement by 10 feet until the start of your next turn.
Level 7: Dual Element Mastery
You learn your second elemental credo and also gain the following benefits.
Elemental Surge. When you use your Action Surge, you regain 2 elemental points.
Elemental Synergy. You can combine two different primal elementals to unlock powerful new elemental techniques. You may create your own unique combinations at the DM’s discretion, or use the following examples:
Inferno Gale. (requires fire and air credos) As an Action, you can spend 3 elemental points to create a burst of superheated wind. Creatures in a 15-foot cone must make a Dexterity save or take 3d8 fire damage and be pushed 10 feet back.
Scalding Mist. (requires fire and water credos) As an Action, you can spend 3 elemental points to release a cloud of scalding steam in a 10-foot radius. Creatures inside must make a Constitution save or take 2d8 fire and 2d8 water damage and be blinded for 1 minute. The target repeats the save at the start of its next turn until it succeeds or effect ends.
Magma Surge. (requires fire and earth credos) As an Action, you can forgo one of your attacks and spend 3 elemental points to cause molten rock to erupt from the ground in a 10-foot radius. Creatures must make a Dexterity save or take 3d8 fire damage and have their speed reduced by half until the end of your next turn.
Wind-Cut Stone. (requires air and earth credos) As an Action, you can forgo one of your attacks and spend 3 elemental points to create razor-sharp rock fragments carried by wind. Creatures in a 15-foot line must make a Dexterity save or take 2d8 slashing damage and begin bleeding. On a fail save target takes 1d4 damage at the start of their next turns for 1 minute, and may repeat the save at the start each of their turns or until the bleeding ends. Undead and Constructs automatically succeed.
Stormfront. (requires air and water credos) As an Action, you can forgo one of your attacks and spend 3 elemental points to summon a swirling vortex of wind and rain in a 15-foot radius. Creatures inside must make a Strength save or be knocked prone and pushed 10 feet.
Mudslide. (requires water and earth credos) As an Action, you can forgo one of your attacks and spend 3 elemental points to force all creatures in a 10-foot radius to make a Strength saving throw or be knocked prone.
Level 10: Primordial Flow
You learn your third elemental credo and also gain the following benefits.
Advanced Elemental Synergy. You can combine three different primal elementals to unlock more powerful elemental techniques. You may create your own unique combination attacks at the DM’s discretion, or use the following examples:
Gale-Fed Torrent. (requires air, earth, and water credos) As an Action, you can spend 6 elemental points to create a 30 foot cone of swirling surge of water and stone, dealing 2d8 lighting damage and 2d8 bludgeoning damage, knocking creatures back 15 feet.
Searing Typhoon. (requires air, fire, and water credos) As an Action, you can spend 6 elemental points to summon typhoon fire and water centered on yourself. The area of effect is a 20-foot radius cylinder that stretches 30 feet above you. each creature must make a Dexterity save against your elemental technique DC, on a failed save they take 3d8 fire and 3d8 cold damage, or half as much damage on a successful save.
Volcanic Deluge. (requires earth, fire, and water credos) When you take the attack action, you can choose to forgo an attack and you can spend 6 elemental points to rain down boiling mud on your enemies. Choose a point within 30 feet, each creature must make a Dexterity save against your elemental technique DC, on a failed save they take 3d8 fire and 2d8 bludgeoning damage and are restrained until the end of your next turn. On a success they take half that amount of damage.
Blazing Sandstorm. (requires air, earth, and fire credos) When you take the attack action, you can choose to forgo an attack and spend 6 elemental points to create a burning storm of sand and fire centered on yourself, dealing 4d6 fire and slashing damage. Each creature within the storm must make a Constitution saving throw against your elemental technique DC of become blinded until the end of your next turn.
Elemental Affinity. You gain an affinity for an element governed by a credo of your choice, granting you resistance to its associated elemental damage type. Each time you level up, you may choose to replace your resistance with another.
Air Affinity
You have developed an affinity for the storms and skies above, and gain resistance to thunder damage.
Earth Affinity
You have developed an affinity for the earth and the heaviest minerals within, and gain resistance to lighting damage.
Fire Affinity
You have developed an affinity for the fiercest flames, and gain resistance to fire damage.
Water Affinity
You have developed an affinity for the deepest currents of the seas, and gain resistance to cold damage.
Level 15: Primordial Synergy
You have learned all four Elemental Credo's and can combine the four elements to cataclysmic effect with a final elemental technique.
Elemental Cataclysm. As an Action, you can spend 8 elemental points to summon a devastating fusion of all elements. All creatures within 30 feet of you must make a Constitution saving throw, taking 6d10 damage (divided among fire, cold, lightning, and thunder damage) on a failure, or half as much on a success.
Players may also create their own synergy techniques with DM approval.
Level 18: Avatar's Wrath
You have become a true master of the four prime elements, able to channel their full fury in battle.
Elementalist Avatar. As a Bonus Action, you can spend 6 elemental points to enter an empowered state for 1 minute. While in this state you gain the following attributes:
- You gain resistance to fire, cold, lightning, and thunder damage.
- Your melee attacks deal an extra 1d10 fire, cold, thunder, or lighting damage your choice.
- You may use two Elemental Techniques in a single turn without spending additional Elemental Points.
- You can use your Suffused Strike without spending Elemental Points.
- Your speed increases by 20 feet, and you gain a flying speed equal to your walking speed.
Once you use this feature to enter this state, you can't do so again until you finish a long rest.
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