Fighter
Base Class: Fighter

Elemental Sword Saints are warriors who have learned to channel elemental forces through their blades. By shifting between elemental stances, they adapt to any battlefield, striking with fire, defending with earth, healing with water, and manipulating the flow of combat through mastery of the elements.

Level 3: Elemental Stances

You learn three elemental stances of your choice.

As a bonus action, you may enter a stance you know. You remain in that stance until you enter another stance or become incapacitated.

Some stance effects require a saving throw. The saving throw DC equals:

8 + your proficiency bonus + your Wisdom modifier.

Unless otherwise stated, a stance's effect may trigger only once during each Attack action.

*You can only benefit from your elemental stances while wielding a melee weapon with which you are proficient.

*If multiple stance effects could affect the same creature, only the effects of your current stance apply.

Earth Stance

The first time you hit a creature with a weapon attack during an Attack action, you gain a +2 bonus to AC until the start of your next turn.

Fire Stance

The first time you hit a creature with a weapon attack during an Attack action, that attack deals additional fire damage equal to your Wisdom modifier (minimum 1).

Light Stance

The first time you hit a creature with a weapon attack during an Attack action, choose a creature within 30 feet. That creature gains advantage on the next attack roll it makes before the start of your next turn.

Lightning Stance

The first time you hit a creature with a weapon attack during an Attack action, that creature cannot take reactions until the start of its next turn.

Void Stance

The first time you hit a creature with a weapon attack during an Attack action, that creature subtracts your Wisdom modifier from the next saving throw it makes before the start of your next turn.

Water Stance

The first time you hit a creature with a weapon attack during an Attack action, choose a creature within 30 feet. That creature regains hit points equal to your Wisdom modifier (minimum 1).

Wind Stance

The first time you hit a creature with a weapon attack during an Attack action, your speed increases by 10 feet until the end of your turn and opportunity attacks against you are made with disadvantage.

Level 3: Elemental Awareness

You gain proficiency in Nature if you do not already possess it.

You can sense the presence of significant elemental phenomena within 60 feet, such as magical fire, flowing water, strong winds, unstable earth, or other elemental effects

Level 7: Flowing Forms

You learn one additional stance.

Once during each Attack action, you may change stances without using a bonus action.

Level 10: Elemental Mastery

All elemental stances improve.

Fire: 1d6 + Wisdom fire damage.

Water: 1d6 + Wisdom healing.

Wind: Speed bonus becomes 15 feet and opportunity attacks automatically miss.

Earth: While the AC bonus is active, you cannot be forcibly moved.

Lightning: Target speed reduced by 10 feet.

Void: Saving throw penalty becomes 1d4 + Wisdom.

Light: Target also gains temporary hit points equal to your Wisdom modifier.

You learn one additional stance.

Level 15: Elemental Burst

Beginning at 15th level, you can unleash the full power of your elemental mastery.

As a bonus action, you enter an Elemental Burst. The burst lasts for a number of rounds equal to your Wisdom modifier (minimum 2 rounds).

While Elemental Burst is active:

• Fire Stance may trigger on every hit.
• Water Stance may trigger on every hit.
• Wind Stance may trigger on every hit.
• Earth Stance may trigger on every hit.
• Lightning, Void, and Light Stances may still only trigger once per turn.

In addition, whenever you take the Attack action while Elemental Burst is active, you may change stances once without using a bonus action.

Once you use this feature, you cannot use it again until you finish a long rest.

Level 18: Avatar of the Blade

At the start of each of your turns, you may enter any stance you know without using an action.

All stances gain their final improvements:

Fire: 2d6 + Wisdom fire damage.

Water: 2d6 + Wisdom healing and remove Charmed or Frightened.

Wind: Move up to half your speed without provoking opportunity attacks.

Earth: AC bonus becomes +3 and you cannot be knocked prone.

Lightning: Once per turn, target must make a Constitution saving throw or be stunned until the start of your next turn.

Void: Saving throw penalty becomes 1d6 + Wisdom.

Light: Chosen creature has advantage on all attacks until the start of your next turn.

You learn any stances you do not already know.