Fighter
Base Class: Fighter

The Elemental Weaponist is a melee fighter that is able to channel the primal energy of the Elemental Planes into the weapons he/she wields. Many Elemental Weaponist seek out teachers who aid them in channeling the energies, this could be a Circle of Druids, Genie, Elementals, or Other Elemental creatures.

 

 

Elemental Attunement

At 3rd level, The Elemental Weaponist chooses the element that they can channel (Earth, Fire, Wind, or Water) at a long rest. The Elemental Weaponist can’t change the element until the next long rest.

Save DC: 8 + Constitution Modifier + Proficiency Modifier

 

Elemental Channeling

At 3rd level, The Elemental Weaponist can when attack channel the chosen element (From The Elemental Attunement) into a weapon. This weapon can’t be magical by itself. When the element is channeled the weapon is considered magical. The weapon gains elemental damage on top of its normal damage. The weapons form can change looks depending on the element being channeled and the will of the wielder (IE. Channeling Earth The Blade Turns To Crystal Or Channeling Fire The Blade Has An Fiery Aura).   

Earth

One attack per turn, when you make an melee attack with your weapon of choice on a hit add 1d4 Elemental Bludgeon Damage.

At Higher Levels: At Level 5 the Bludgeon Damage becomes 2d4,  At Level 11 the Bludgeon Damage becomes 3d4, At Level 20 the Bludgeon Damage becomes 4d4

Fire

One attack per turn, when you make an melee attack with your weapon of choice on a hit add 1d4 Elemental Fire Damage.

At Higher Levels: At Level 5 the Fire Damage becomes 2d4,  At Level 11 the Fire Damage becomes 3d4, At Level 20 the Fire Damage becomes 4d4

Wind

One attack per turn, when you make an melee attack with your weapon of choice on a hit add 1d4 Elemental Thunder Damage.

At Higher Levels: At Level 5 the Thunder Damage becomes 2d4,  At Level 11 the Thunder Damage becomes 3d4, At Level 20 the Thunder Damage becomes 4d4

Water

One attack per turn, when you make an melee attack with your weapon of choice on a hit add 1d4 Elemental Cold Damage.

At Higher Levels: At Level 5 the Cold Damage becomes 2d4,  At Level 11 the Cold Damage becomes 3d4, At Level 20 the Cold Damage becomes 4d4

Elemental Body

At 7th level, The Elemental Weaponist can fortify his/her body with the primal elemental energy from the elemental planes. As a bonus action on your turn, you can give yourself Elemental Resistance on the chosen element that he/she is channeling until the end of your next turn. When you do so, you also gain 5 temporary hit points.

The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

You can use this feature three times, and you regain all expended uses of it when you finish a long rest.

Elemental Strike

At 10th level, The Elemental Weaponist can now make a ranged attack with their melee attack. By swinging their melee weapon of choice through the air you send out a shock wave of pure raw elemental damage in a  15 feet long and 15 feet wide cone. Each creature caught in the cone takes 7d6 damage, the creatures can make a Dex Save to take half damage. If the target is in the air, they must make a Strength Save. On a failure the target's movement speed is reduced to 0 begins falling at a rate of 60 feet per round until the start of your next turn and is unaffected on a success. Don’t add in the weapon damage into the damage of this ability. The element of the attack is the same as the element of your channeling.

You can use this feature twice, and you regain all expended uses of it when you finish a long rest.

Elemental Dash

At 15th level, The Elemental Weaponist as a bonus action can move half your movement speed (round down). 

Advance Elemental Attunement

At 18th level, The Elemental Weaponist now can switch elements for the channeling on a Short Rest instead of Long Rest.

Elemental Weaponist Image

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