Base Class: Fighter
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the Nature skill and gain the primordial language
Elemental Weapon
When you select this archetype at 3rd level, you can attune to a weapon of your choice, making it your elemental weapon. To do so, you must conduct a 4 hour long ritual that binds you to that weapon. Once the ritual ends, the attuned weapon takes on a dull glow (color dependent on your elemental lineage. Fire = Red, Water = Blue, Earth = Green, Air = Purple.) emitting dim light in a 10-foot sphere. As a bonus action, you can deactivate or reactivate this light. At level 7 the sphere grows to 15 feet, at level 10 it grows to 20 feet, at 15 it grows to 30 feet, and at 18 it grows to a 50 foot sphere.
Starting at 3rd level your attuned weapon deals an additional 1D6 of your elemental lineage type, and the weapon takes on a minor visual radiance of the same elemental type, (an example could be a fighter with an elemental lineage of fire, their sword may show tiny flames at the tip or their bow may appear to have embers along the wooden area.) At 7th Level the additional damage is 2D6, at 10th level the damage is 3D6, at 15th level the Damage is 4D6, and at 18th level the damage is 5D6, and the visual radiance of the weapons grows at these levels as well.
While you are away from your chosen weapon, you can use an action to sense the direction of your weapon, as long as the weapon is on the same plane of existence as you.
Any creature other than you that makes an attack with your attuned weapon does so with disadvantage and has a 25% chance of taking 1D6 of the elemental damage of your elemental lineage type. The chance of taking damage goes up to 50% at 10th level, 75% at 15th level, and 100% at 18th level. Additionally the damage taken at 18th level is 4D6 of your elemental lineage type.
This ability can only be on one weapon. If you repeat the ritual to attune a new weapon the ability on the previous weapon will be removed.
Magical Awakening
Starting at 7th level, unless it is already a magical weapon, your attuned weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, you gain one of the following benefits based on your elemental lineage:
Family Inheritance
Starting at 10th level a second weapon can be attuned and gain this ability.
Starting at 10th level you gain resistance to the elemental type of your lineage.
Ferocious Strike and Ferocious Dodge
Starting at 15th level, the attacks you make with your chosen weapon have the potential of disorienting your targets. When you hit a creature with an attack using your chosen weapon, that target must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier) or the target has disadvantage on its attack rolls until the end of your next turn. If the creature succeeds on its saving throw or the effect ends for it, it is immune to this effect for 24 hours.
You can use this feature only once on each of your turns.
Starting at 15th level if you choose to not use Ferocious Strike and do not attack you may instead focus your martial prowess into your defense you may add your Strength or Dexterity modifier to your AC until your next turn.
Elemental Destruction
At 18th level, you gain the following features
Control Weather
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early.
When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.
When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
Elemental Tempest (Once per short or long rest)
A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw ( 8 + Proficiency + Constitution Modifier ). On a failed save, a creature takes 8d6 thunder damage and becomes deafened for 5 minutes, on a successful save a creature takes half the damage and is not deafened.
This storm produces different effects on your subsequent turns.
Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes 2d6 acid damage.
Round 3. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A struck creature must make a Dexterity saving throw ( 8 + Proficiency + Dexterity Modifier ) per lightening bolt that targets it. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes 3d6 bludgeoning damage.
Round 5–10. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.
Elemental Weapon
When you select this archetype at 3rd level, you can attune to a weapon of your choice, making it your elemental weapon. To do so, you must conduct a 4 hour long ritual that binds you to that weapon. Once the ritual ends, the attuned weapon takes on a dull glow (color dependent on your elemental lineage. Fire = Red, Water = Blue, Earth = Green, Air = Purple.) emitting dim light in a 10-foot sphere. As a bonus action, you can deactivate or reactivate this light. At level 7 the sphere grows to 15 feet, at level 10 it grows to 20 feet, at 15 it grows to 30 feet, and at 18 it grows to a 50 foot sphere.
Starting at 3rd level your attuned weapon deals an additional 1D6 of your elemental lineage type, and the weapon takes on a minor visual radiance of the same elemental type, (an example could be a fighter with an elemental lineage of fire, their sword may show tiny flames at the tip or their bow may appear to have embers along the wooden area.) At 7th Level the additional damage is 2D6, at 10th level the damage is 3D6, at 15th level the Damage is 4D6, and at 18th level the damage is 5D6, and the visual radiance of the weapons grows at these levels as well.
While you are away from your chosen weapon, you can use an action to sense the direction of your weapon, as long as the weapon is on the same plane of existence as you.
Any creature other than you that makes an attack with your attuned weapon does so with disadvantage and has a 25% chance of taking 1D6 of the elemental damage of your elemental lineage type.
This ability can only be on one weapon. If you repeat the ritual to attune a new weapon the ability on the previous weapon will be removed.
Elemental Glow Air
When you select this archetype at 3rd level, you can attune to a weapon of your choice, making it your elemental weapon. To do so, you must conduct a 4 hour long ritual that binds you to that weapon. Once the ritual ends, the attuned weapon takes on a dull glow (color dependent on your elemental lineage. Fire = Red, Water = Blue, Earth = Green, Air = Purple.) emitting dim light in a 10-foot sphere. As a bonus action, you can deactivate or reactivate this light. At level 7 the sphere grows to 15 feet, at level 10 it grows to 20 feet, at 15 it grows to 30 feet, and at 18 it grows to a 50 foot sphere.
Elemental Glow Earth
When you select this archetype at 3rd level, you can attune to a weapon of your choice, making it your elemental weapon. To do so, you must conduct a 4 hour long ritual that binds you to that weapon. Once the ritual ends, the attuned weapon takes on a dull glow (color dependent on your elemental lineage. Fire = Red, Water = Blue, Earth = Green, Air = Purple.) emitting dim light in a 10-foot sphere. As a bonus action, you can deactivate or reactivate this light. At level 7 the sphere grows to 15 feet, at level 10 it grows to 20 feet, at 15 it grows to 30 feet, and at 18 it grows to a 50 foot sphere.
Elemental Glow Fire
When you select this archetype at 3rd level, you can attune to a weapon of your choice, making it your elemental weapon. To do so, you must conduct a 4 hour long ritual that binds you to that weapon. Once the ritual ends, the attuned weapon takes on a dull glow (color dependent on your elemental lineage. Fire = Red, Water = Blue, Earth = Green, Air = Purple.) emitting dim light in a 10-foot sphere. As a bonus action, you can deactivate or reactivate this light. At level 7 the sphere grows to 15 feet, at level 10 it grows to 20 feet, at 15 it grows to 30 feet, and at 18 it grows to a 50 foot sphere.
Elemental Glow Water
When you select this archetype at 3rd level, you can attune to a weapon of your choice, making it your elemental weapon. To do so, you must conduct a 4 hour long ritual that binds you to that weapon. Once the ritual ends, the attuned weapon takes on a dull glow (color dependent on your elemental lineage. Fire = Red, Water = Blue, Earth = Green, Air = Purple.) emitting dim light in a 10-foot sphere. As a bonus action, you can deactivate or reactivate this light. At level 7 the sphere grows to 15 feet, at level 10 it grows to 20 feet, at 15 it grows to 30 feet, and at 18 it grows to a 50 foot sphere.
Magical Awakening
Magical Awakening
Starting at 7th level, unless it is already a magical weapon, your attuned weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, you gain one of the following benefits based on your elemental lineage:
Family Inheritance
Starting at 10th level a second weapon can be attuned and gain this ability.
Starting at 10th level you gain resistance to the elemental type of your lineage.
Second Elemental Weapon
Starting at 10th level you gain the ability to have a second elemental weapon attuned. This second weapon gains the same abilities of the first, but must follow the proper rules for use of a second by game mechanics.
Ferocious Strike and Dodge
Starting at 15th level, the attacks you make with your chosen weapon have the potential of disorienting your targets. When you hit a creature with an attack using your chosen weapon, that target must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier) or the target has disadvantage on its attack rolls until the end of your next turn. If the creature succeeds on its saving throw or the effect ends for it, it is immune to this effect for 24 hours.
You can use this feature only once on each of your turns.
Starting at 15th level if you choose to not use Ferocious Strike and instead focus your martial prowess into your defense you may add your Strength or Dexterity modifier to your AC until your next turn.
Elemental Destruction
At 18th level, you gain the following features
Control Weather
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early.
When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.
When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
Elemental Tempest (Once per short or long rest)
A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw ( 8 + Proficiency + Constitution Modifier ). On a failed save, a creature takes 8d6 thunder damage and becomes deafened for 5 minutes, on a successful save a creature takes half the damage and is not deafened.
This storm produces different effects on your subsequent turns.
Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes 2d6 acid damage.
Round 3. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A struck creature must make a Dexterity saving throw ( 8 + Proficiency + Dexterity Modifier ) per lightening bolt that targets it. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes 3d6 bludgeoning damage.
Round 5–10. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.