Fighter
Base Class: Fighter

You have bound the elemental planes to your weapons or armor and have learned to draw on those bonds to attack your enemies. The planes are in constant conflict with each other, so a warden frequently rotates through utilizing all of the elements.

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 druid spell list.

Cantrips

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

Spell Slots

The Elemental Warden spellcasting table shows how many spell slots you have to cast your druid 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 produce flame and have a 1st-level and a 2nd-level spell slot available, you can cast produce flame using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level druid spells of your choice, two of which you must deal acid, cold, fire, lightning, or thunder damage.

The Spells Known column of the Elemental Warden Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be deal acid, cold, fire, lightning, or thunder damage, 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.

The spells you learn at 8th, 14th, and 20th level do not have to deal acid, cold, fire, lightning, or thunder damage.

Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots, and it must deal acid, cold, fire, lightning, or thunder damage, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level that does not deal one of these damage types.

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells, since you learn your spells through your understanding of elemental forces. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdommodifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Elemental Warden 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

Bound Elements

You can perform a 1 hour ritual to create a magical bond between the elemental planes and one suit of armor, weapon, or shield. Once completed, this bound item is indestructible. The item loses this connection if you ever perform the ritual on a new suit of armor, weapon, or shield. Binding this item to the elemental planes also offers you a secondary ability.

Bound Armor

You have bound the elemental planes to a suit of armor. Whenever you deal acid, cold, fire, lightning, or thunder damage to an enemy, you gain resistance to the same type of damage until the end of your next turn. 

Bound Shield

You have bound the elemental planes to your shield. Whenever you deal acid, cold, fire, lightning, or thunder damage, you deal an amount of that same type of damage equal to your Wisdom Modifier+Your Proficiency bonus to each enemy within 5 feet of you.

Bound Weapon

You have bound the elemental planes to a weapon. Whenever you cast a spell that deals acid, cold, fire, lightning, or thunder damage with an action, you may immediately make an attack with the weapon.

Elemental Warrior

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Elemental Strike

When you hit a creature with a weapon attack, it has vulnerability to acid, cold, fire, lightning, or thunder damage (your choice) until the end of your next turn.

Elemental Surge

When you us Action Surge, you immediately deal 1d6+your Wisdom modifier damage to all adjacent creatures either before or after the additional action. You may choose the damage type dealt. If you choose Acid, the targets must make a Constitution save or have disadvantage on their next melee attack roll. If you choose cold, the target must make a Strength save or have their speed reduced by 5 feet until the end of their next turn. If you choose fire, the target must make a Dexterity save or fall prone. If you choose lightning, the target must make a Wisdom save or be blinded until the end of their next turn. If you choose thunder, the target must make a Strength save or be pushed 10 feet away from you. Save DC are the same as your Spell DC. 

Improved Elemental Warrior

Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

Previous Versions

Name Date Modified Views Adds Version Actions
11/22/2019 9:56:55 PM
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