Fighter
Base Class: Fighter

One of the elements has touched your soul in a deep way. Maybe you were a blacksmith drawn to the fire and heat of the forge, or you can trace your ancestry back to a dragon or another plane, or maybe you have had a close encounter with an elemental, or even traveled to an elemental plane. Whatever the cause, you have learned to channel this element into your fighting style and manifest the impact it has had on your soul.

Elemental Affinity/ Weapon Bond

At 3rd level, you choose one elemental damage type: acid, cold, fire, lightning, or thunder. This damage type is used by features of this class. You may change your elemental affinity when you gain your 7th, 10th, 15th and 18th level in this class if you choose and your DM agrees.

Also at 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Acid

Your affinity is acid damage. All spells that you cast that deal elemental damage have that damage type replaced with Acid.

Cold

Your affinity is for cold damage. All spells that you cast that deal elemental damage have that damage type replaced with Cold.

Fire

Your affinity is for fire damage. All spells that you cast that deal elemental damage have that damage type replaced with Fire.

Lightning

Your affinity is for lightning damage. All spells that you cast that deal elemental damage have that damage type replaced with Lightning.

Thunder

Your affinity is for thunder damage. All spells that you cast that deal elemental damage have that damage type replaced with Thunder.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

Cantrips

You learn one cantrip of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.

Spell Slots

The Elemental Guardian Spellcasting table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st-Level and Higher

You know two 1st-level sorcerer spells of your choice, which you must choose from the evocation spells on the sorcerer spell list, or a spell that deals elemental damage.

The Spells Known column of the Elemental Guardian Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an evocation spell or a spell that deals elemental damage of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation spell or a spell that deals elemental damage.

Elemental Spell Damage

All spells that you cast that deal elemental damage have that damage type replaced with the damage type of your chosen Elemental Affinity.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since your soul is channeling your element into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Elemental Guardian Spellcasting

 Fighter Level  Cantrips Known Spells Known -Spell Slots per Spell Level-
 1st 2nd 3rd 4th

3rd

 2

 3

2

 -

-

-

 4th

2

 4

3

-

 -

 -

5th

 2

 4

3

 -

-

 -

 6th

 2

 4

 3

 -

-

-

 7th

2

 5

 4

 2

 -

-

 8th

 2

 6

 4

2

 -

 -

 9th

 2

 6

4

2

-

-

 10th

 3

7

4

3

 -

-

 11th

 3

 8

4

 3

-

 -

 12th

 3

8

 4

3

-

 -

 13th

 3

 9

 4

 3

2

-

14th

 3

10

4

3

2

 -

 15th

 3

 10

4

 3

2

 -

 16th

 3

11

4

 3

3

-

 17th

 3

 11

4

3

3

 -

18th

3

11

 4

3

3

-

 19th

3

 12

 4

3

3

1

 20th

 3

 13

 4

 3

 3

 1

Elemental Infusion

At 7th level, when you bond with a weapon you imbue it with your Elemental Affinity. Whenever you hit with a weapon attack using that weapon you deal an extra 1d6 of damage of the chosen element. This damage increases to 1d8 at 18th level.

Elemental Resonance

At 10th level in this class, your mastery over your element expands. On your turn, you may use an action and expend one of your hit dice, as you focus your element through your very soul, to gain resistance to your elemental affinity.

Your resistance effect lasts for 1 hour.

Elemental Step

At 15th level in this class, you gain the ability to step from one fount of your element into another. When you are in a space that has at least a campfire’s equivalence of your element, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that also has at least a campfire’s equivalence of your element.

More Elemental Infusion

Your Elemental Infusion damage increases to 1d8.

Previous Versions

Name Date Modified Views Adds Version Actions
7/16/2021 3:38:38 AM
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