Fighter
Base Class: Fighter

 Arcane Slayers are a special kind of Fighter specific to the continent of Ridarum. They came into existence during a war between Mortals and a Demon Lord of the Abyss. The mortals called upon the Gods for help and they actually answered, being allowed to do the same thing that the Demon Lord did to get to the Material Plane and aid the mortals. Unfortunately, the Demon Lord killed all of the gods that came to help. In their dying breaths, the dying Gods released their power upon Ridarum, creating the first Arcane Slayers. A few years later, the Demon Lord was slain and sent back to the Abyss. Though his influence still lingers through his undead army, hence the continued need for the Arcane Slayers.

Arcane Slayers are able to manifest powers tied to an elemental damage type. This is called an Elemental Attunement. They can randomly manifest an element at any point in their lives or it can be passed down through genetics.

Level 3: Elemental Attunement

Your attack rolls with weapons and unarmed strikes can deal additional damage of a specific damage type that isn't Bludgeoning, Piercing, or Slashing. The starting die for this is 1d6 but increases at higher levels.

Acid

The extra elemental damage your attacks deal is Acid Damage.

Cold

The extra elemental damage your attacks deal is Cold Damage.

Fire

The extra elemental damage your attacks deal is Fire Damage.

Force

The extra elemental damage your attacks deal is Force Damage.

Lightning

The extra elemental damage your attacks deal is Lightning Damage.

Necrotic

The extra elemental damage your attacks deal is necrotic Damage.

Poison

The extra elemental damage your attacks deal is Poison Damage.

Psychic

The extra elemental damage your attacks deal is Psychic Damage.

Radiant

The extra elemental damage your attacks deal is Radiant Damage.

Thunder

The extra elemental damage your attacks deal is Thunder Damage.

Level 3: Keen Observer

Thanks to your enhanced abilities and intensive training, you have Advantage on Investigation, Insight, Perception, and Survival checks.

Level 7: Combat Paragon

You can use your elemental powers to deflect all incoming damage as a Reaction. You're able to deflect 1d10 damage, that number increasing as you level up.

Level 10: Elemental Fortitude

Your power and control of your Elemental Attunement has grown strong enough where you are able to withstand damage of that same type, gaining resistance to that specific damage type.

Acid

You have resistance to Acid Damage.

Cold

You have resistance to Cold Damage.

Fire

You have resistance to Fire Damage.

Force

You have resistance to Force Damage.

Lightning

You have resistance to Lightning Damage.

Necrotic

You have resistance to Necrotic Damage.

Poison

You have resistance to Poison Damage.

Psychic

You have resistance to Psychic Damage.

Radiant

You have resistance to Radiant Damage.

Thunder

You have resistance to Thunder Damage.

Level 15: Superior Elemental Attunement

Your Elemental attunement reaches a new peak. You have advantage on initiative as well as athletics checks. Attack rolls with weapons and unarmed strikes can now bypass the resistance of your Elemental Attunement.

Level 18: Pinnacle Slayer

You reach the pinnacle of the Arcane Slayer, being completely in tune with your Elemental Attunement, giving you these benefits.

Absolute Elemental Immunity. You have immunity to the damage type of your elemental attunement and heal the exact amount of damage dealt to you by that damage type.

Sure Hit. Once per day, you can choose to make one singular attack hit, no matter what. Once you use this ability, you cannot do so again until a full 24 hours have passed.

Elemental Pinnacle. You acquire a special ability based on your Elemental attunement.

 

 

Acid

You have Immunity to Acid Damage and heal from it. Your strikes can also corrode any non-magical objects it touches, including armor. Any creature wearing armor that is hit by your attacks will suffer a -1 to their AC, if they lose 5 points to their AC, their armor breaks.

Cold

You have Immunity to Cold Damage and heal from it. Additionally, you can freeze any liquid by touching it. You also are completely immune to any effects the cold brings, including difficult terrain. Additionally, when you hit a creature with your weapon attacks, you have the chance to render it completely immobile. The creature must succeed a Constitution Saving Throw (8 + Strength + Proficiency Bonus) or be unable to use Actions, Bonus Actions, or Reactions until the end of your next turn.

Fire

You have Immunity to Fire Damage and heal from it. Your fire damage against a target can also jump to any other creature within 5 feet of the target, dealing the same damage.

Force

You have Immunity to Force Damage and heal from it. Additionally, your attacks bypass all resistances and break through any magical barrier. And you have Truesight with a range of 60 feet.

Lightning

You have Immunity to Lightning Damage and heal from it. You also gain an additional 60 feet of movement speed and your movement speed can not be reduced or affected by difficult terrain. And you are immune to exhaustion.

Necrotic

You have Immunity to Necrotic Damage and heal from it. Additionally, any Undead will not see you as an enemy and will not attack you and you can commune with any Undead creature. Additionally, whenever you hit a creature with an attack you can suck the life out of them, the creature must succeed a Constitution Saving Throw (8 + Strength + Proficiency Bonus) or their life force is sucked out of them and into you, gaining healing equal to half of your damage.

Poison

You have Immunity to Poison Damage and heal from it. You are also immune to the Poisoned Condition, drinking a Potion of Poison gives you the effects of a Potion of Healing. Additionally, you can biologically create your own undetectable poison without the need for material components.

Psychic

You have Immunity to Psychic Damage and heal from it. You are also immune to the Charmed condition. You cannot be mind controlled in any way. And you can read anyone's mind being protected from your mind being read.

Radiant

You have Immunity to Radiant Damage and heal from it. Additionally, whenever you hit an an enemy with an attack, they must succeed a Constitution Saving throw (8 + Strength + Proficiency Bonus) or have the Blinded condition until the end of your next turn. Additionally, your attacks automatically deal double damage to Fiends and Undead. And you have Darkvision with a range of 60 feet.

Thunder

You have Immunity to Thunder Damage and heal from it. You also become immune to the Deafened condition. Your attacks can also knock targets backwards, when an attack hits the target they must succeed a Dexterity saving throw (8 + Strength bonus and proficiency bonus) or be knocked back 10 feet, only being knocked back 5 feet on a successful save. Your attacks also have the ability to break through solid walls.

Comments

Posts Quoted:
Reply
Clear All Quotes