Fighter
Base Class: Fighter

Combining the beauty of primal elements with incredible martial prowess is the core ability of the Elemental Knights. Revolving around the four major elements (air, earth, fire, and water), these skilled combatants can possess a completely different fighting style based on the element they choose to focus on. Each element has its strengths and weaknesses, but an Elemental Knight is capable of choosing which one to harness for a given situation. And with each element comes the magic and branching subelements that allow them to fully embody the forces of nature.

Inspired by media such as Avatar, Demon Slayer and Ninjago, this subclass aims to fulfill the fantasy of a warrior who can harness elemental power while in the thick of combat.

Level 3: Elemental Edge

3rd-level Elemental Knight feature

You emulate an aspect of the elements to empower yourself. You gain the Elementalism cantrip. Wisdom is your spellcasting ability for this feature. In addition, after finishing a Long Rest, select one of the following options, gaining its benefits.

Air

Your Speed increases by 10 feet, your Jump distance is tripled, and you always float safely to the ground when you fall. Lastly, you can change all damage dealt by a weapon attack to either Lightning or Thunder damage.

Earth

You gain Tremorsense to a range of 30 feet and ignore Difficult TerrainLastly, you can change all damage dealt by a weapon attack to either Bludgeoning or Force damage.

Fire

Once per turn, you deal an extra 1d8 Fire damage when you hit a creature with an attack. Lastly, you can change all damage dealt by a weapon attack to either Fire or Radiant damage.

Water

Your reach is 5 feet greater than normal when you make a melee attack and you gain a Swimming Speed equal to your Speed. Lastly, you can change all damage dealt by a weapon attack to either Acid or Cold damage.

Level 3: Exalted Elements

3rd-level Elemental Knight feature

You unleash the true power of the elements to enhance your battle prowess. As a Bonus Action, you can activate an ability from your selected Elemental Edge for 1 minute or until you become Unconscious, ending early. You can use this ability a number of times equal to your Wisdom modifier (at minimum one). You regain all expended use when you finish a Long Rest.

Air: Turbulent Blasts

Once per turn, you can activate the Slow mastery property in addition to a different mastery property you’re using with that weapon and take 1d6 Thunder or Lightning damage (your choice) if it moves more than 5 feet on its turn.

Earth: Destroy Stone

Once per turn, you can activate the Topple mastery property in addition to a different mastery property you’re using with that weapon and deal twice as much on a damage roll when you hit an object or surface with an attack roll.

Fire: Incinerated Wounds

Once per turn, you can activate the Sap mastery property in addition to a different mastery property you’re using with that weapon and the creature you hit can’t regain Hit Points until the end of its next turn.

Water: Flooding Basin

Once per turn, you can activate the Push mastery property in addition to a different mastery property you’re using with that weapon and if the target you hit moves within your weapon’s reach, it takes 1d6 Acid damage.

Level 7: Evolved Edge

7th-level Elemental Knight feature

You gain new applications of your Elemental Edge. You can now restore a use of your Elemental Edge by expending a use of your Second Wind. In addition, you gain one of the following abilities from your selected Elemental Edge.

Air: Shifting Wind

Whenever you take the Attack action, you can replace one of your attacks to move one creature onto any solid surface within 30 feet of it. If it is unwilling, it is moved 15 feet instead.

Earth: Ruptured Ground

Whenever you take the Attack action, you can replace one of your attacks to create a 15 foot radius Sphere within 30 feet of you, causing the area to become Heavily Obscured and Difficult Terrain for 1 minute.

Fire: Flaming Slash

Whenever you take the Attack action, you can replace one of your attacks to create a Line up to 30 feet long. Creatures in the area take a number of d6s of Fire damage equal to your Wisdom modifier.

Water: Striking Tide

Whenever you take the Attack action, you can replace one of your attacks to make an Opportunity Attack against creatures that miss you with a melee attack without using your Reaction until the start of your next turn.

Level 10: Sub-Element Specialty

10th-level Elemental Knight feature

Each core element has a branching element to it. You gain one of the following abilities from your selected Elemental Edge.

Air: Lightning Flash

As a Bonus Action, you can take the Dash action and move in a straight line. Each creature of your choice you move within 5 feet of during this move is pushed 10 feet away from you and takes Lightning damage equal to your Wisdom modifier.

Earth: Metallic Guard

As a Bonus Action, you can take the Disengage action and select a number of creatures equal to your Wisdom modifier within 60 feet of you. Each creature gains a bonus to its AC equal to your Wisdom modifier until the start of your next turn.

Fire: Radiant Flare

As a Bonus Action, you can make one weapon attack or Unarmed Strike against a creature. On a hit, it takes an additional 1d6 Radiant damage to the damage roll and cannot benefit from the Invisible condition until the end of your next turn.

Water: Frosted Grip

As a Bonus Action, you can take the Dodge action and select a number of creatures you can see equal to your Wisdom modifier within 60 feet of you. Each creature has its Speed reduced by 15 feet until the end of their next turn.

Level 15: Elemental Embodiment

15th-level Elemental Knight feature

You can turn your body into the literal personification of your element. You can change your creature type to Elemental and select one of the following options below, gaining its benefits. You can replace your selected option for another one whenever you finish a Short or Long Rest.

Aeriform Body

  • You gain Resistance to Lightning and Thunder damage.
  • You gain a Fly Speed equal to your Speed and can squeeze through spaces as narrow as 1 inch thick.
  • You become Immune to the Paralyzed and Stunned.

Crystalline Frame

  • You gain a Resistance to Piercing and Slashing damage.
  • You gain a Burrow Speed equal to your Speed.
  • You become Immune to the Charmed and Frightened conditions.

Molten Physique

  • You gain Resistance to Fire and Radiant damage.
  • You become Immune to the Blinded and Poisoned conditions.
  • You can produce Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

Overflowing Build

  • You gain Resistance to Acid and Cold damage.
  • You are Immune to the Grappled and Restrained conditions.
  • You can breathe underwater and can move through occupied spaces as Difficult Terrain.

Level 18: Unleashed Nature

18th-level Elemental Knight feature

You have gained access to the Elemental Planes to reach your full potential. You gain the following benefits.

Extended Edge. You can choose an additional Elemental Edge option and use both selected choices when you activate your Elemental Edge feature. In addition, you can extend this feature’s duration to 1 hour.

Heighten Magic. You can cast Conjure Elemental once without using a spell slot or requiring a material component and you regain the ability to do so when you finish a Long Rest.

Previous Versions

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