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.
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