Base Class: Fighter
The Elementalist harnesses the powers of magic to enhance their attacks and unleash devastating combos. The Elementalist can utilize burst damage to dominate shorter combats and reign supreme with their brutal combos in sustained combat.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in the following skill: Arcana. You also gain proficiency with Intelligence saving throws.
Elemental Channeling
Starting at 3rd level, you can harness the natural magic around you. On your turn, you can channel an Elemental Channeling as a bonus action. When activating an Elemental Channeling, you can choose whether it takes the form of a Fire Channeling, Cold Channeling, or Force Channeling. You must announce this when beginning the Elemental Channeling.
While utilizing Elemental Channeling, you gain the following benefits:
- Your weapon is considered magical and deals an additional d6 of the elemental type you chose at the start of the Channeling. ( Becomes 2d6 at 10th level and 3d6 at 15th level.)
- When you make a melee weapon attack whilst under the effects of an Elemental Channeling and the attack hits, you earn 1 Point of Elemental Charge. You can build up Elemental Charge up to a limit of 50 points. Elemental Charge dissipates at the end of combat.
- You have resistance to Spell damage.
Your Elemental Channeling lasts until the end of your next turn. You can extend the length of your Elemental Channeling by expending 1 Elemental Charge as a free action at the end of your turn. You can also choose to end the Elemental Channeling and it also ends early if you are knocked unconscious or if you are targeted by the spell Dispel Magic.
You can use this feature three times, and you regain all expended uses of it when you finish a long rest.
Elemental Armor
Starting at 7th level, your control of your Elemental channeling grows to the extent that you can utilize it for your own protection. As a Bonus Action, you can expend 10 points of Elemental Charge and you wrap your body in a thin layer of either Fire, Cold, or Force energy. The Armor lasts until the end of your next turn, or until you lose concentration upon it. You can expend 2 Elemental Charge points to extend the duration of the shield an additional turn as a free action at the end of your turn. When you are hit by a melee weapon attack and your Elemental Armor is active, the attacker takes 1d6 damage of the Armor's type. The Armor's damage increases to 2d6 at 10th level and 3d6 at 15th.
Elemental Bounty
Starting at 10th level, when you roll initiative and have no uses of Elemental Channeling remaining, you regain one use.
Improved Elemental Charge Gain
Starting at 15th level, you learn to more precisely hone your Elemental Channeling. You are able to pull more energy from the surrounding world. Whilst you are under the effects of Elemental Channeling, you gain 2 points of Elemental Charge instead of 1 for each successful hit.
Elemental Burst and Elemental Shield
Starting at 18th level, your Elemental Chare reaches its ultimate peak. As an Action, you can expend as many points of Elemental Charge as you choose to do one of two abilities. You can cause an explosion, originating from you and affecting all hostile creatures within 5ft of you. Any affected creatures must make a Constitution saving throw, with a save (DC {{savedc:con}}) . The damage of the explosion is equal to the number of points of Elemental Charge spent to cast it, with the affected creatures only taking half on a successful save. The damage type is either Fire, Cold, or Force, of your choice when you create the explosion.
Alternatively, you can choose to expend as many Elemental Charges of your choice, dividing that number by 10, and then adding that number to the ACs of yourself and any number of creatures you can see within 5ft of you. This bonus to AC lasts until the end of your next turn.
Previous Versions
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11/3/2020 5:45:46 PM
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11/3/2020 5:48:11 PM
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