Base Class: Fighter
The Master of Elements use the very elements in their attacks and abilities. Similar to druids these fighters summon nature to aid them in their fights, making their studied elements a part of their very being.
Masters of Wind control air to guide their weapons to strike critical areas on an enemy. Empowering their powers with great speed beyond what is normally possible, as well as summoning winds around them to protect and guide themselves and their allies.
Masters of Fire channel their rage and anger into pure explosive power. Using fire to empower their abilities for incredible damaging skills, using their anger in battle to bend a fight in their favor.
Masters of Earth are one with the ground and rock, as unmovable as a mountain. Using the earth to strengthen yourself and becoming a fortress of strength.
Masters of Water control the sustaining nature of the water, and are invaluable on the battlefield. Channeling the healing power of nature in combat to protect and strengthen themselves and their allies.
Elemental Master
The choice of what element to study, and become part of, is a difficult one. Wind imbues with inhuman speed, Fire with power beyond imagining, Earth with the strength of a mountain, and Water with the crucialness of the seas. You will gain abilities, styled around your chosen element, at level 3, 5, 10, 15, and 18.
Master of Earth
When you chose this elemental mastery you gain the strength and endurance of the earth. The mastery of earth prioritizes protection yourself and being a front-line fighter. Using the earth to protect yourself with increasingly powerful armor and temporary health.
Master of Fire
When you chose this elemental mastery you gain the powers and ferocity of the flames. The fire mastery focuses on overwhelming power in exchange for personal safety. Explosive damage and effects that strip enemies of their defenses using raw power.
Master of Water
When you chose this elemental mastery you gain the subtle powers and life-giving nature of water. The mastery of water uses delicate influences to support and protect yourself and your allies. Bending the seas and their waves to protect and heal yourself and your allies, mastery of water is an invaluable asset.
Master of Wind
When you chose this elemental mastery you gain the powers and speed of the wind. The Wind mastery focuses on fast attacks, increased critical chance, and stacking personal buffs to increase your own abilities and attacks. The speed of the wind will be your greatest ally.
Elemental Reaction
Starting at 3rd level you have begin becoming one with your learned element, using it's power is like using a part of your body. You have learned how to use your element even when you aren't focused.
Earth
Elemental Reaction: As a reaction, before the target rolls the attack dice, you may increase your AC by half your level (rounded down, a minimum of 1). This effect dissipates after the target's turn is finished.
Fire
Elemental Reaction: When you take damage you may use your reaction to deal 1d6 fire damage to the source of the damage. You may chose to increase the damage to 4d6 fire damage if you choose to take 2d6 fire damage.
Water
Elemental Reaction: As a reaction, you may create a bubble around an ally that absorbs x2 your current level in damage. This effect dissipates at the beginning of your next turn.
Wind
Elemental Reaction: As a reaction, before a target takes an action, you may summon a 15ft long, 10ft tall, wall of wind in a space within 10ft of yourself. If any projectile were to pass through it's space it is destroyed and the effect erased. This wall dissipates after the target's turn is finished.
Channel Element
Similar to magic, you can summon the elements to your finger-tips. Starting at 3rd level you have learned how to channel your learned element into a more potent effect.
Earth
Channel Element: As an action you may give yourself your level x5 of temporary health until your next turn.
Fire
Channel Element: As an action explode in a 20ft radius, dealing x2 of your missing health to all who fail a DEX save, half as much on a successful save. You take half of your missing health as fire damage after the effect finishes.
Water
Channel Element: As an action you give up to 8 willing creatures, within 60ft, temporary health equal to x2 your current level until the beginning of your next turn.
Wind
Channel Element: As an action you may dash 10ft in any direction, passing through any creatures. Any creatures between you and your end point may be attacked with a melee attack. Alternatively you may channel wind into your arrow/bolt and shoot it in a straight line going your weapon's maximum range. If you do this any creatures between you and the end point are attacked with your ranged attack (maximum of 5 targets).
Elemental Power
Starting at 7th level you have learned to tap into the real power of the elements. Learning to channel the elements into powerful abilities to support you in combat. However this ability is limited and resets on a short rest.
Earth
Elemental Power: As a Bonus Action you may increase your AC by 1/4th your current level (rounded up to a minimum of 1) until your next turn. You may do this a number of times equal to half your level, resetting on a short rest.
Fire
Elemental Power: As a bonus action you can enchant your weapons with an extra 2d6 fire damage until the end of your turn. If you attack a target that is resistant to fire damage, they lose resistance for the duration of your turn. If you attack a target that is immune to fire damage, they are instead resistant. You may do this a number of times equal to half your level, resetting on a short rest.
Water
Elemental Power: As a bonus action you may heal yourself, or a target creature within 30ft, 1d8 health. You may do this a number of times equal to half your level, resetting on a short rest.
Wind
Elemental Power: As a bonus action you may target a creature within 60ft, causing them to pass a DEX check or be Lifted 5ft into the air. A Lifted target is knocked off balance giving all creatures advantage to attack it until it's next turn. If you already have advantage on the target for any reason, your weapon attacks score a critical on a 19 or 20. You may do this a number of times equal to half your level, resetting on a short rest.
Focused Power
As your understanding of the elements, and how to control them, increases your ability to channel more potent effects increases. Starting at 10th level you've learned to to transform the elements into an explosive effect, more potent that some spells of well-trained mages.
Earth
Focused Power: Once per long rest, as an action, you may quake the ground around you in a 15ft radius, causing affected creatures to roll a DEX save or take 3d6 bludgeoning damage, halved on a successful save. Any damage dealt you gain as temporary health for 1 minute.
Fire
Focused Power: Once per long rest, as an action, you channel a fiery blast into your hands. You may target a creature with a ranged attacked, with an additional +10 to hit, if you successfully hit you deal 1d8 x your current level in fire damage. If the target isn't resistant or immune to fire they become vulnerable to fire for 1 minute. If the target is resistant to fire, they lose resistance for 1 minute. If the target is immune to fire damage they instead become resistant for 1 minute.
Water
Focused Power: Once per long rest, as an action, you may create a orb of water centered on you that absorbs an amount of damage equal to x5 your current level (this only works on projectiles that would pass through the orb). Any creature you choose who passes through the orb for the first time heals 4d6 health. This effect lasts for 1 minute
Wind
Focused Power: Once per long rest, as an action, if a creature is in the air (or lifted) you may may fly into the air (matching their elevation) and strike them with 3 attacks (maximum distance of 20ft melee, 60ft ranged).You may target any additional targets within 5ft x half your level of the original target. You deal an additional 1d4 x half your level of the damage your weapon deals. If a creature moves within range (flying) or ascends into the air on another creature's turn, you may use Focused Power with half the effectiveness (halved range, number of targets, and extra damage) as a reaction.
Elemental Aspect
As your power grows further, your body is altered by your learned element. Starting at 15th level you gain new traits aligned with your learned element. Physical appearance may change to suite your learned element, and your personality may take on aspects of your element.
Earth
Elemental Aspect: You gain resistance to non-magical attacks.
Fire
Elemental Aspect: You gain resistance to fire damage and all your non-spell attacks deal an additional 1d6 fire damage.
Water
Elemental Aspect: Gain advantage on all CHA checks. Any healing ability or action done by you heals for an additional 1d8.
Wind
Elemental Aspect: You gain an improved critical, causing your attack rolls to critical on a 19 or 20 (18 - 20 if a target is lifted).
Summon Element
Your power has climaxed, and with this power you can command the elements fully. You've gained the ability to manifest nature in incredible ways, or to force it to fight at your command. Starting at 18th level you've learned how to use the most powerful abilities the elements have to offer,
Earth
Summon Element: Once per day, recharging at dawn, you channel your elemental power, summoning the strength of the earth. As an action you may chose to either conjure an Earth Elemental, under your control, for 8 hours, or cast the Erupting Earth spell at 7th level.
Fire
Summon Element: Once per day, recharging at dawn, you channel your elemental power, summoning flames around you. As an action you may chose to either conjure a Fire Elemental, under your control, for 8 hours, or cast fireball at 7th level.
Water
Summon Element: Once per day, recharging at dawn, you channel your elemental power, summoning the power of the seas around you. As an action you may chose to either conjure a Water Elemental, under your control, for 8 hours, or cast the Regenerate spell.
Wind
Summon Element: Once per day, recharging at dawn, you channel your elemental power, summoning the winds around you. As an action you may chose to either conjure an Air Elemental, under your control, for 8 hours, or cast the Whirlwind spell.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
12/16/2020 12:13:19 PM
|
1
|
0
|
--
|
Coming Soon
|
|
|
12/16/2020 1:35:16 PM
|
4
|
0
|
--
|
Coming Soon
|
|
|
12/16/2020 2:38:42 PM
|
15
|
0
|
--
|
Coming Soon
|
Comments