Fighter
Base Class: Fighter

Elemental warriors are protectors of their elements. you pick your element and gain control and power over it as you grow. 

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these 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 shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice

The Spells Known column of the Elemental Warrior Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

charisma is your spellcasting ability for your spells, since you learn your spells through study and memorization. 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 wizard 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

Elemental Warrior Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Weapon Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

when you attack with your bonded they deal an additional 1d6 elemental damage of your choice. this damage die increases 1d8 at 5th, increasing to 1d10 at 11th, and to 1d12 

Elemental Movement

Beginning at 7th level, you gain a different move type based on your element, you can active it equal to your charisma mod as a bonus action and it is active for 10 minutes and is used as a part of your movement

Fire- 30ft teleport, at 17th level it increases to 60ft 

Water-30ft swim, at 17th level it increases to 60ft

Air-30ft fly ,at 17th level it increases to 60ft

Earth- 30ft burrow, at 17th level it increases to 60ft

Elemental Bane

At 10th level, you learn how to pull resistances out of creatures and can gain it for 1 hour 1x per rest if they fail a con save then the resistance is removed or an immunity becomes a resistance

Elemental Aura

At 15th level, you gain the ability to radiate a 30ft aura of elemental energy healing your allies and damaging your enemies they take damage equal to their charisma modifier

Elemental Form shift

Starting at 18th level, as an action you can change into an elemental of your elemental 2x per rest

Comments

Posts Quoted:
Reply
Clear All Quotes