Base Class: Fighter
Elemental Blademasters are warriors who have dedicated themselves to harnessing the power of the elements through a sacrifice to a contracted spirit/spirits, and applying them to their techniques in battle, chosen weapon, and eventually the surrounding battlefield. Most elemental Blademasters choose to use a one sided blade to better focus the elements into one focal area.
Elemental Weapon
When you select this archetype at 3rd level, you can attune to a one sided blade weapon, making it your elemental weapon. To do so, you must conduct a 1 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 = white.) emitting dim light.
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 increases to 2d6 at 10th level and18th 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.
Weapon Infusion
After making a contract with a spirit you have been granted the power of the elements, and the knowledge to infuse your weapon. You may now use your wisdom modifier for your attack/damage rolls.
Elemental Reinforcement
The spirit/spirits you have contracted with have bonded with your body more thoroughly. Your physical abilities and output have been honed for more explosive output. By focusing the elements flowing through you body into your legs your movement speed while in combat is increased by 15 feet
Spirit Channel
Starting at 7th level the spirits bestow on you some of their ethereal property. All of your melee weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Elemental Wave
At 10th Level, you gain the ability to store a well of raw elemental energy deep inside. Twice per long rest you may release a portion of this power from either your body or your weapon. you may choose to release either a 15 foot radius arcane blast centered on yourself, or a 30 foot 90° horizontal or vertical arc dealing 4d6 of your current element's damage type to enemy targets. Targets must also make a DC dexterity saving throw against your spellcasting modifier plus proficiency or be knocked prone.
Aura of Elements
Beginning at 15th level, wordly elements lies so heavily upon you that it forms an elemental ward. You and friendly creatures within 10 feet of you have resistance to damage from elemental spells.
Elemental Body
Starting at 18th level you may choose to imbue your body with the power of a single element at will.
You may choose from the following elements; Fire, water(cold), earth(poison/acid), or air(thunder), using 1 bonus action to change between them.
While imbued you gain the following benefits;
-Immunity to damage from the chosen element
-When taking melee damage, you deal elemental damage equal to 1D6 of the chosen element to the attacker
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Posted Jul 24, 2020I have taken a lot of influence from the arcane and elemental homebrew classes on the page and have kind of formed my own "Frankenstein's monster" of a class if you will.. i wanted to make a class that was elemental but not a half caster to add balance. If you guys could give me some input that would be greatly appreciated.
also 5th level ability is added to get around the current fighter glitch. thank you