Fighter
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.

 

d4

Elder Elemental

Element

1

Zaratan

Earth

2

Elder Tempest

Air

3

Phoenix

Fire

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.

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