Base Class: Fighter
You are a warrior of earth , fire , water , electric, acid , force , or air . You were born with the grace of an element from an unknown source , you wanted to seek out the cause but all it did was give you a problem . When you were five to seven years old , you learned that you can only become a fighter , druid , rouge , or a sorcerer . But from your power you gained an ability to be able to use magic at will like a sorcerer .
Elemental Gift
Two gifts given to you since birth being able to resist two elements and use them at will but it comes at a cost of not being able to use any other element but those two . Also you will be able to learn these powers again when "it " gets stronger , but also you gain one random spell for each element you have , that is with your element .
All Elemental Subclasses Specialty :
Fighter Specialty : Be able to imbue your weapons with one of your elements , for example fire , your weapon will be imbued with magic making it do fire damage plus one more dice on damage .
Also You have to get the " Elemental Style's " Individualy . Here is what they are called "Frost style , Acid Style , Thunder Style ,
(Frost style also comes with Inferno style )
( you can not get thunder wave if you pick electric )
Level 3: Elemental Style
Elements in the dents , fire and the ire , ice it and dice ,acid then blacid , force then a horse , psychic and nsychic .
Element are your control but at the price of only using the spells of that element .
( I can't get rid of level option Sorry )
Spellcasting
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.
Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
Spell Slots
The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list.
The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.
Elemental gift 2
Two gifts given to you since birth being able to resist two elements and use them at will but it comes at a cost of not being able to use any other element but those two . Also you will be able to learn these powers again when "it " gets stronger , but also you gain one random spell for each element you have , that is with your element .
All Elemental Subclasses Specialty :
Fighter Specialty : Be able to imbue your weapons with one of your elements , for example fire , your weapon will be imbued with magic making it do fire damage plus one more dice on damage .
Also You have to get the " Elemental Style's " Individualy . Here is what they are called "Frost style , Acid Style , Thunder Style ,
(Frost style also comes with Inferno style )
( you can not get thunder wave if you pick electric )
Gravitational Rockin' Shield .
Pull rocks out of the ground as defense for all the rocks are in zero gravity no matter what this shield is pretty Rockin' cool , but it comes with an offensive side too , you crush all the rocks up into pebbles that do 1d4 per hit and the starting storm of attacks is 50 . but there is one more attack you create an electric Rockin' guitar that does 4d8 on melee and does stun while playing .
Elemental Death
One second alive next dead .







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