Base Class: Fighter
Elemental Knights are born with an innate affinity for one of the following elements: Ice, Fire and Lightning. After gaining some battlefield experience, this affinity manifests itself in the Elemental Knight's attacks, movements and even in their decision making. This affinity can be honed only with extreme physical training to draw out the primordial energies within them.
Fire - Fire is the manifestation of an Elemental Knight's rage and passion. Those who use this element are emotionally driven and tend to be more chaotic than those wielding other elements.
Ice - Ice is the manifestation of an Elemental Knight's willpower and ability to persevere. Those who use this element are driven by a desire for order and justice and tend to be more lawful than those wielding other elements.
Lightning - Lightning is the manifestation of an Elemental Knight's relentless drive to improve themselves and rid themselves of any weakness. The rare few who use this element tend to prefer solitude over traveling in small groups, but will sometimes join up with a small group of individuals, and tend towards neutrality.
Empowered Body
Starting at 7th level, you gain the following benefits based on your chosen element:
Fire- When you drop a creature to 0HP or critically strike, you may deal an amount of fire damage equal to twice your proficiency bonus to any number of creatures within 5 feet of the target.
Ice- When you gain hit points using your second wind, you may also gain a number of temporary hit points equal 5 times your proficiency bonus.
Lightning- Your speed is increased by 10 feet. When you use your action surge, you may take an additional attack action to make one weapon attack.
Elemental Outburst
Beginning at 10th level, instead of making a weapon attack on your turn you can choose to unleash your elemental fury. It does the following based on your chosen element:
Fire- All creatures in a 15 foot cone must make a dexterity saving throw. They take 2d8 fire damage and are set aflame, taking an additional 1d8 fire damage at the beginning of each of their turns on a failed saving throw. On a successful saving throw the creature takes half damage and isn't set aflame. The fire can be put out as an action.
Ice- Any number of creatures of your choice within 5 feet of you must make a constitution saving throw. On a failed save, they take 2d8 cold damage and have their movement speed reduced by 30. On a successful save the creature doesn’t have it’s movement speed reduced and takes half damage.
Lightning- You teleport up to 30ft in a straight line. All creatures in the line must make dexterity saving throws. On a failed save, they take 2d8 lightning damage or half as much on a successful one.
You can use this feature a number of times equal to your strength modifier every long rest. (Note: DC equals 8 + STR + Proficiency)
Elemental Might
At 15th level, any creature resistant to your chosen element is treated as though it does not have resistance when calculating damage for your attacks. Additionally, you gain immunity to the damage type corresponding to your element, and resistance to the two damage types you did not choose with your elemental affinity feature.
Improved Elemental Outburst
At 18th level the range on your elemental outburst ability doubles, deals an extra die of damage and can be used an additional time.
Elemental Attunement
When you take this archetype at 3rd level, you become attuned to one element of your choice, Fire, Cold or Lightning. Once you choose your element you can’t choose another, or switch between elements. When you choose your element you gain the following benefits:
You deal an additional 2 damage of the chosen type on all weapon attacks you make on your turns with a martial or exotic weapon.
You gain resistance to the chosen element’s damage type
Once every short or long rest as a reaction, you may give allies within 10 feet of you resistance to the chosen damage type until the end of your next turn.
Previous Versions
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8/2/2020 8:14:22 AM
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8/2/2020 8:23:03 AM
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