Fighter
Base Class: Fighter

Honing the essence and power of nature's forces, The Elementalist channels such power into their combat and overall physical prowess. Unlike most fighters, Elementalists channel their true strength not just from their physicality but also their wisdom and natural intuition of the world.

Naturalistic Empowerment

Beginning at 7th level, twice a day you are able to add 2d6 elemental damage to any single melee attack as a bonus action. You regain this ability after a long rest.

- You gain an extra d6 damage at 10th and 15th level.
- You gain a third use at 16th level.
- The damage dice increase to d8 at 18th level to add a total of 5d8 elemental damage.
- The table below shows which elemental damage types are available at what level:

Elemental Types
Level Element
7th Fire, Cold
10th Acid
15th Poison
18th Lightning
 

Unleash Potential

Beginning at 10th level, your arcane abilities surge and unleash hidden strength from within. Choose from one of the following 3rd level spells, and once per long rest, you are able to cast your chosen spell as a reaction:


Spells
 
Erupting Earth
Sleet Storm
Wind Wall
Wall of Water
Flame Arrows
 
  • You are able to change which spell you have prepared after your regain the ability to use it
  • You do gain one point of exhaustion from exerting such forceful power

Primordial Ancestry

Beginning at 15th level, you forge a connection to the primordial realm(s). You gain the knowledge and racial traits of the genasi.

  • You learn Primordial
  • You gain the racial benefits and traits of the genasi of your choosing: fire, water, air, or earth
  • Once you choose, you cannot change unless done so by a Greater Restoration or Wish spell.
  • This does not change your current race, you simply gain the benefits of the chosen subrace.
Air Genasi

Choosing this option grants you the racial traits of the Air Genasi:

Ability Score Increase

Your Dexterity score increases by 1.

Unending Breath

You can hold your breath indefinitely while you’re not incapacitated.

Mingle with the Wind

You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Earth Genasi

Choosing this option grants you the racial traits of the Earth Genasi:

Ability Score Increase

Your Strength score increases by 1.

Earth Walk

You can move across difficult terrain made of earth or stone without expending extra movement.

Merge with Stone

You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Fire Genasi

Choosing this option grants you the racial traits of the Fire Genasi:

Ability Score Increase

Your Intelligence score increases by 1.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.

Fire Resistance

You have resistance to fire damage.

Reach to the Blaze

You can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Water Genasi

Choosing this option grants you the racial traits of the Water Genasi:

Ability Score Increase

Your Wisdom score increases by 1.

Acid Resistance

You have resistance to acid damage.

Amphibious

You can breathe air and water.

Swim

You have a swimming speed of 30 feet.

Call to the Wave

You can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Elemental Transformation

Beginning at 18th level, once a day, you are able to connect to the Primordial realms and, as an action, you can transform into any of the four Elementals.

If the genasi traits you've chosen at 15th level match the form you choose, any attacks as the Elemental are done so with advantage.

  • The transformation lasts one hour and counts as a wild shape and not a polymorph spell.
  • Since it works as a Wild Shape, any damage that reduces your hit points to 0 then carries over to your regular, concious form.

Spellcasting

When you reach 3rd level, you attune to your surroundings, allowing you to cast spells.


  • Cantrips

You learn two cantrips of your choice from the Druid spell list. You learn an additional Druid cantrip of your choice at 7th, 15th, and 20th level. Refer to the spellcasting table below.


  • Spell Slots

The Elementalist 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 Detect Magicand have a 1st-level and a 2nd-level spell slot available, you can cast Detect Magic using either slot.


  • Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells, since you draw power from the world around you. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier 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
Elementalist 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

Bonus Proficiencies

When choosing this martial archetype at 3rd level, you gain proficiency in Intelligence (Nature) and Wisdom (Insight) checks. If you are already proficient, you gain expertise.

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