Base Class: Fighter
Elemental Weaver
Elemental Weavers fuel their attacks with the power drawn from Elder Elementals, for many, considered a forbbiden technique. Elemental sages can only be found near the most destructive places relative to their studied plane, and you, likely learn from them how to harness the true power of an Elder Elemental, you can even be truly gifted and be born with such bond if one of your ancestors learned how to handle such power.
You can chosse which Elder Elemental influences you or determine it randomly on the Elder Elementals Table.
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d4 |
Elder Elemental |
Element |
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1 |
Zaratan |
Earth |
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2 |
Elder Tempest |
Air |
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3 |
Phoenix |
Fire |
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4 |
Leviathan |
Water |
Elemental Adept
At 3 level, if you can’t already, you learn to speak, read and write Primordial
Elemental Warrior
At 3 level, your connection with your Elder Elemental lets you extend its influence to a weapon you are holding. As a bonus action, you can strengthen your bond to your Elder Elemental for 1 minute, during which, your attacks deal 1d6 extra damage of the associated type to your Elder Elemental: bludgeoning (Zaratan), lightning (Elder Tempest), fire (Phoenix) or cold (Leviathan). This damage is magical, and only one weapon can benefit from this bonus at a time. The damage die increases when you reach certain levels in this class, increasing to 1d8 at 10 level and to 1d10 at 18 level. You can use this bonus action a number of times equal to your proficiency bonus and you regain any expended uses on a long rest.
Elder Tempest
You harness the power of an Elder Tempest.
Leviathan
You harness the power of a Leviathan.
Phoenix
You harness the power of a Phoenix.
Zaratan
You harness the power of a Zaratan.
Elemental Soul
At 7 level, your connection to your Elder Elemental strengthens permanently. While you are under the effects of your Elemental Warrior feature you have resistance to the damage type associated to your Elder Elemental: bludgeoning (Zaratan), lightning (Elder Tempest), fire (Phoenix) or cold (Leviathan). Moreover, when you activate your Elemental Warrior feature, you alter yourself depending on your Elder Elemental.
Zaratan. You have advantage on saving throws made to resist being moved against your will, or being knocked prone. You also gain resistance to slashing and piercing damage from non- magical attacks.
Elder Tempest. You can hover and have a flying speed of 10 feet. While hovering you can move at your normal walking speed.
Phoenix. Any creature that hits you with a melee attack or starts its turn within 10 feet of you takes 1d8 fire damage.
Leviathan. When you hit a creature with a melee attack, you reduce its speed by 10 feet until the end of its next turn. Additionally, it also has disadvantage on all weapon attack it makes before the end of its next turn.
Elemental Body
At 10 level, your connection to your Elder Elemental starts to change your body permanently.
You gain extra features based on your Elder Elemental.
Zaratan. You have advantage on strength checks and saving throws.
Elder Tempest. You can hold your breath for up to 30 minutes. You can also cast Levitate at will (yourself only).
Phoenix. Your walking speed increases by 15 feet. You gain a darkvision out of a range 120 feet. If you already have this feature, increase it by 60 feet. You can see in dim light as if it were bright light and in darkness as if it were dim light. In darkness you can’t discern colors, only shades of red.
Leviathan. You can breathe underwater and gain a swimming speed of 40 feet.
Elemental Might
At 15 level, the Elder Elemental manifests even more power through you. While under the effects of your Elemental Warrior feature, you can take an special action, called Elemental Might, based on your Elder Elemental, you can take this action once and regain any expended uses on a long rest. If the action requires a saving throw, it is calculated as follow:
Elemental Might save DC: 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice when you gain this feature)
Zaratan. You can cause an earthquake on a 15ft radius centered on yourself. Each creature within the earthquake area must make a Strength saving throw, taking 12d6 bludgeoning damage on a failed save, or half as much on a successful one. Additionally, each creature in the earthquake area that is concentrating must make a Constitution saving throw, on a failed save, the concentration is broken. You are immune to the effects and damage of this action.
Elder Tempest. You let loose youself on a whirlwind of lightning bolts. Choose up to 3 creatures you can see within 30 feet of you, each creature in a line 5 feet wide between you and each of your targets must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much on a successful one. You then become electrically charged until the end of your next turn, a creature that hits you with an attack or spell takes 3d6 lightning damage and can’t take reactions until the end of its next turn.
Phoenix. You dash with blinding speed. Make a melee weapon attack againts up to five creatures you can see within 30 feet that you can see, each creature must be within 30 feet of each other, on a hit, the target suffers the weapon attack’s normal effects, the melee attack deal an extra 8d6 fire to the target and you can choose to cause flames to erupt from each target to a different creature of your choice within 10 feet of it. The second creature takes an extra 4d6 fire damage. You then can end your movement on an unnocupied space within 5 feet of one of the targets you hit or miss.
Leviathan. You form a wall of ice in a line 30 feet long, 5 feet wide in a direction you choose. If a creature is in its area when it appears, the creature is pushed to one side of the wall, randomly determined, and must make a Dexterity saving throw, taking 10d6 bludgeoning damage on a failed save, or half as much on a successful one. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.
Primordial Warrior
At 18 level, you have become one with the power of your Elder Elemental. You are now permanently under the effects of your Elemental Warrior feature and you can take the action from your Elemental Might feature once and you regain any expended use on a short or long rest.
Previous Versions
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7/7/2021 10:46:18 PM
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Posted Sep 25, 2021Thank for the reply, I really appreciate it. I see the things you pointed out, when I was making the class, I balanced things basing on spells, since I am a Wizard player, I don't have much experience with martial class, now I can see where I missed out, I am writing some changes, but I will not post those yet, since I want that, if this subclass made to the video, Offbeat judges it as my player played. Things I am considering right now, address the problems cleared flashed out from Phoenix, exceptionally with its Elemental Might, Leviathan level 7 ability and the exceptionally weak level 10 Elder Tempest, what I am so sure is what to do with Zaratan to not make it a better Barbarian, I want it to flesh out as a tank option between those options, so, I'll be thinking about it on the upcoming days.
Now on the topic about Elemental Warrior, I see how it can be very strong as it is, but, I am not so inclined to nerf it for a 2th level Figther, because, if I am making a capstone feature, I want it to be dramatic, I mean, most of the Paladins capstone are really good buffs, combining with Divine Smites really can flash out its damage, I never played a 20th level Barbarian, so I am not sure if what I am about to say is correct, but I don't think a 20th level Barbarian can really stand out with its damage, even with some of other printed martial classes/subclasses, so, what I want to do is change the feature Elemental Warrior to be applied only once per turn, however, at 18th level with Primordial Warrior, that would become a damage for every attack, maybe that will address the problem with Zaratan as well, but I am not so sure, I need to think better about it. Again, thank you for your feedback and I really hope this comes to the video because I am really proud about my work.
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Posted Sep 23, 2021I came here from the Offbeat Outlaw Discord! Really cool concept, although I am gonna critique it a bit. (spoilers: things seem generally fine, with only one class feature seeming too powerful. unless you choose phoenix as your elder elemental, in which case this subclass is broken to high hell.)
It's important to establish right off the bat that 1 minute is, generally, a whole combat. This is important. This means that, for most purposes, we can assume that the Fighter will be in Elemental Warrior for every important combat, especially at higher levels, and literally after 18th level. This means that every feature in this subclass will be treated as a permanent buff. This matters most when we're talking about the Phoenix, but is still worth noting as a whole.
Elemental Warrior feels very strong. +1d6 per attack averages out to +3.5 on average, which a comparable martial class, the Barbarian, doesn't get until 16th level with their rage. You could also compare this to Favored Foe from Rangers, which is a whole damage die behind this (1d4 when you're at 1d6, 1d6 when you're at 1d8, etc.), and requires concentration. Favored Foe is a very strong feature as-is, so this stronger version of it is a bit much, especially with the Fighter's four attacks (8 with Action Surge). You could either scale back the damage die, or make it a once-per turn damage buff, akin to the Zealot Barbarian. As it stands, a 20th-level fighter getting a free 4d10 per turn (8d10 with action surge) feels a little unfair.
Zartan is consistently just a better Barbarian than a Barbarian is. All you're missing out on is reckless attack, but in exchange you get more damage when you do hit, and, once you get 4 attacks, you're actually better than reckless attack. (Barbarians get 2 attacks, 4 dice rolls because of advantage. You get 4 dice rolls from 4 attacks. Same number of chances to hit, more potential Elemental Might actually seems reasonable, considering that you're actually losing single-target damage by not using Extra Attack in exchange for crowd control.
Elder Tempest seems extremely underpowered. A flying speed is really good, but Levitate is completely useless when you have one. It might be useful to fly up 20 feet instead of just 10, but that consumes your action, so you might as well just dash. Elemental Might seems fine, though.
Skipping Phoenix for now because I have a lot to say about it. Leviathan is all over the place in terms of power. Elemental soul is very powerful; disadvantage on all melee attacks should absolutely not come free with attacking. With the reduced movement speed, you can just charge at them and wail on them until they die, totally unable to do any damage to anyone, including you. Elemental body is useless in non-aquatic campaigns, and Elemental Might is actually pretty neat if the player is creative.
Phoenix is insane from start to finish. The rest of the Elder Elementals are really only mildly overpowered, and only because of Elemental Warrior (in fact, without it, some seem pretty underwhelming). Phoenix turns you into both the best consistent damage dealer and the best nova build all in one. To start, none of the Elemental Warrior damage has a saving throw. This means that getting hit with a melee attack is always good for you; either you deal damage or waste an enemy's action. A Fighter with low initiative can also spend their turns finding as many enemies as possible to fit into their 10-foot sphere, potentially dealing massive AOE damage, with, again, no saving throw. This is made even easier when you get increased movement speed from Elemental Body. And, if the Fighter picks up Sentinel? Forget about it. Any enemy of the Fighter's choice gets hit with an opportunity attack, takes 1d12+1d10+5 damage, and is guaranteed to take 1d8 next turn. Plus, they can't even attack you, or they take ANOTHER 1d8 damage. And, finally, Elemental Might is far, FAR too powerful. The most optimized Fighter possible, an Echo Knight with GWM and a Greatsword, and, just for fun, Magic Initiate: Hex and 5 Manuals of Gainful Excercise. This build can deal 5d12+5d6+50+50 damage in a single turn (discounting Action Surge), which averages out to 150 damage. Granted, they can do that 5 times per long rest, and this is only one. This ability lets a totally unoptimized Greatsword Fighter with no magic items deal 5d12+5d10+25+40d6 damage, with a potential extra 20d6 for good measure. That's an average of 225 damage, without factoring in the extra 70 potential splash damage. With the splash damage, you can double the damage of even the most optimized and optimistic Fighters. Not to mention, this is yet another movement option which can force an unlucky target to take that forced 1d8 of damage, which isn't very impressive any more, but is still a nail in the coffin. Also, another fun bonus is that, since this is an attack roll instead of a saving throw, you don't need to invest in WIS or CHA like every other Elder Elemental. I don't think I need to say that getting two of these at 18th level is equally insane and broken.
Just for fun, I've decided to make an optimized build with this Elder Elemental as-is, to show how ridiculous this can get if your players are crafty.
20 STR, 18 CHA, Magic Initiate: Warlock (Green-Flame Blade/Hex), Metamagic Adept (Quickened Spell), Great Weapon Master. Also Sentinel, but that's not relevant until our turn ends.
Phoenix as the Elder Elemental.
Elemental Might deals:
5d12 (Greatsword)+50 (GWM)+25 (STR modifier)+5d6 (Hex)+ 5d10 (Elemental Warrior)+60d6 (Elemental Might and splash damage).
Action Surge to do that again.
Quickened Spell GFB to deal 1d12+10+5+1d6+1d10+3d8 (Green-Flame Blade)+3d8+4 (GFB splash damage).
Finally, we end our turn within 10 feet of an enemy. +1d8 damage.
An optimized build of this subclass can deal, on average:
362.5 damage per action
44 damage for a bonus action
4.5 damage on an enemy's next turn.
TOTAL:
773.5 damage in a single turn. And you can do this twice. Per short rest. For comparison, Meteor Swarm does 140 damage on average, and you get that once per long rest. So. Maybe nerf Phoenix a bit.
Good luck in the video and sorry for any typos!