Elemental Fighter (5e Class)

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Elemental Fighter[edit]

Elemental fighters are warriors capable of channeling the power of the elemental planes to enhance their own martial abilities, engulfing weapons in primordial energy and unleashing them onto their opponents.

The training of Elemental Fighters require an adept understanding of the elements and have a firm grasp on controlling them. Most users and their elements are linked, since each elemental discipline utilities the strengths of different parts of the body more than others and a different personality, leading some to be more tuned to certain elements than other.

Creating an Elemental Fighter[edit]

When creating your elemental fighter, ask yourself how did you developed your ability to control the elements. Have you been touched by an elemental plane and have the power of controlling it tied to your lineage, or is your ability the result of years of study and training to find the connection to the elemental planes?

Quick Build

You can make an Elemental Fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Constitution and Charisma, to enhance the power of some of your class features. Second, choose the Hermit background.

Class Features

As a Elemental Fighter you gain the following class features.

Hit Points

Hit Dice: 1d8 per Elemental Fighter level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Elemental Fighter level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: All melee weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Breastplate or (b) Studded leather
  • (a) A martial weapon and a shield or (b) Two martial weapons
  • (a) A light crossbow and 20 bolts or (b) Two handaxes
  • (a) A dungeoneer's pack or (b) An explorer's pack

Table: The Elemental Fighter

Level Proficiency
Bonus
Features Harness Element
1st +2 Primordial Circle -
2nd +2 Enhance Energy, Harness Element 1d6
3rd +2 Primordial Circle 2d6
4th +2 Ability Score Improvement 2d6
5th +3 Extra Attack 3d6
6th +3 Primordial Circle 3d6
7th +3 Primordial Shield 4d6
8th +3 Ability Score Improvement 4d6
9th +4 Outlandish Physiology 5d6
10th +4 Primordial Circle 5d6
11th +4 Elemental Strike 6d6
12th +4 Ability Score Improvement 6d6
13th +5 Planar Resistance 7d6
14th +5 Primordial Circle 7d6
15th +5 Primordial Shield 8d6
16th +5 Ability Score Improvement 8d6
17th +6 Piercing Energy 9d6
18th +6 Primordial Circle 9d6
19th +6 Ability Score Improvement 10d6
20th +6 Elemental Mastery 10d6

Primordial Circle[edit]

Starting at 1st level, you must choose the planar circle from were you draw your elemental power. You can choose between Fire, Water, Earth and Air circles.

Your choice grants you features at 1st, 3rd, 6th, 10th, 14th and 18th levels.

Elemental Affinity

Each circle have a specific elemental affinity attached to it. These are the following:

  • Fire: fire damage
  • Earth: bludgeoning damage
  • Air: thunder damage
  • Water: cold damage

Enhance Energy[edit]

At 2nd level, you can empower the elemental destruction you deliver. Once in each of your turns when you hit a creature with a acid, cold, fire, lightning, thunder, radiant or necrotic damage, you deal additional 1d4 damage from the chosen type. This damage increases to 1d6 at 5th level and 1d8 at 13th level.

Harness Element[edit]

Also at 2nd level, you learn how to engulf your weapon with elemental power.

When you roll initiative, your weapon is engulfed by elemental energy. For 1 minute, or until you hit a creature with an attack from the chosen weapon (whichever happens first), you deal additional damage equal to 1d6. The damage type is the same of the damage type on your Primordial Circle. As you gain levels in this class, your additional damage increases as shown on the harness element column on the class table.

Each turn of combat after that in which you take damage or attack a hostile creature, roll a d6. On a roll of 5 or 6, your the elemental energy recharges.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Also at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Elemental Hurler[edit]

Beginning at 5th level, you can project the elemental energy from your melee attacks. Whenever you add Elemental damage with your Harness Element feature, you gain reach with that attack. All the damage caused is from the same type of your Primordial Circle chosen element.

In addition, you ignore resistance to the damage type from your chosen Primordial Circle.

Primordial Shield[edit]

At 7th level, whenever you take damage from an elemental attack, you can protect yourself by absorbing that energy. Whenever you take damage from acid, cold, fire, lightning, thunder, necrotic or radiant, you can reduce that damage by half.

You can use this feature a number of times equal to your proficiency bonus, and regain your uses after a long rest. You can also spend your Harness Energy as a bonus action to recharge this ability.

Starting at 15th level, whenever you reduce damage in that manner, your Harness Energy recharges.

Outlandish Physiology[edit]

At 9th level, you become immune to poison and disease and to poison damage.

Elemental Strike[edit]

Starting at 11th level, whenever you hit a creature with an attack with a weapon made as part of your Attack action, that creature takes 1d8 additional damage from the type you have affinity with.

Planar Resistance[edit]

At 13th level, you become resistant to the damage type you have affinity with.

Piercing Energy[edit]

Starting at 17th level, your elemental attacks related to the damage type you have affinity with ignore immunity to damage.

Elemental Mastery[edit]

Starting 20th level, whenever you hit a creature with an attack with a weapon made as part of your Attack action, you deal additional damage equal to your Charisma modifier. The damage type is the same from the one you have affinity with.

Fire[edit]

Blazing Trail

At 1st level when you choose this circle, you move trough the battlefield like fire on a dry land. When you roll initiative, you can add your Charisma modifier to the roll.

Additionally, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.

Fiery Personality

At 1st level, your abrasive temperament is the fuel for your flame powers. As a bonus action, you can conduct your inner flames trough a weapon you are wielding. You can use your Charisma, instead of Strength or Dexterity, when making attack and damage rolls with this weapon, if it lacks the heavy or two handed property. Doing so causes wood weapons to burn and be destroyed by your touch, and metal weapons to heat, causing the damage caused by your modifier to be fire, instead of the normal damage for that weapon.

Immolation

Starting at 3rd level, when you cause fire damage with your Harness Element feature, you set your target on fire. On the start of each of your turns, the target takes additional 1d6 fire damage. This damage lasts for a number of turns equal to your proficiency bonus, ending earlier if your target use its action to put the fires off or if it uses water to douse the flames.

Burning Hate

At 3rd level, your passions feed the flames you control. Whenever you take damage from an attack or after failing a save, you can choose to let your weapon ignite in flames, recharging your Harness Element.

You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a short or long rest.

Melting Cut

Starting at 6th level, the flames of your blade make it easier for you to cut trough your opponents flesh and protections. Whenever you deal fire damage with a weapon attack, you score a critical hit on a roll of 19 or 20 on the d20.

Inferno

At 10th level, whenever you use your Immolation feature, you can also target any creatures of your choice within 5 feet of your target.

Fiery Surge

At 14th level, whenever you roll initiative, you can force creatures of your choice in a 30-foot radius to make a Dexterity saving throw, or take fire damage equal to your level in this class.

Controlled Explosion

At 18th level, when you deal you deal additional damage with your Harness Element feature, you can choose to deal the same amount of damage against another creature within 10 feet. You can use this feature a number of times equal to 1 + your Charisma modifier (minimum of twice) and regain your uses of this feature after a short or a long rest.

Earth[edit]

Earthen Toughness

Starting at 1st level, you gain a number of hit points equal to 1, plus 1 for each level you gain in this class.

In addition, you add your Constitution modifier, instead of your Dexterity, to your AC.

Bone Shattering

At 1st level, whenever you deal damage to a creature with a weapon attack, you can choose to convert that damage into bludgeoning damage, instead of the normal damage for that weapon.

Stone Armor

At 3rd level, when you roll initiative, instead of harnessing the elemental energy to a weapon, you can choose to protect a creature with it. Choose one creature, including yourself, that you can see within 30 feet and who is in contact to the ground. Earth and stone from the area raise and engulf that creature, forming a barrier that grants it a number of temporary hit points equal to your Harness Element dice.

Whenever you recharge your Harness Element, you can choose to give these temporary hit points to a creature, as a bonus action. You must choose in the turn in which you have recharged, or else the armor is formed around you.

Elemental Channeling

At 6th level, you can use your bonus action to channel the power of the earth elemental on a creature you touch. For 1 minute, the touched creature becomes resistant to bludgeoning, piercing and slashing damage.

Once you use this ability, you cannot use it again until you finish a short or long rest.

Spiked Armor

At 10th level, whenever the Stone Armor reduce damage from a melee weapon attack, the attacker takes piercing damage equal to the damage reduced.

Vital Defense

At 14th level, whenever a creature you can see within 30 feet takes a critical hit, you can cause it to become a normal hit instead, as a reaction.

Once you use this feature, you can't use it again until you finish a short or long rest.

Shared Protection

At 18th level, whenever you use your Stone Armor or Elemental Channeling feature to protect another creature, you are also affected by it.

Water[edit]

Flowing River

At 1st level, you gain swimming speed equal to your movement speed and the ability to breathe underwater.

In addition, your body is coated by a layer of frost, that grants you AC equal to 13 + your Dexterity modifier.

Biting Ice

When you hit a creature with a weapon attack, you can forgo adding your ability modifier to the damage to, instead, reduce the movement speed of your target in 10 feet until the start of your next turn.

Freeze

Starting at 3rd level, whenever you deal additional damage with your Harness Element feature, you can use your bonus action to encase that creature in ice. The target must succeed on a Strength saving throw, or is restrained for a number of turns equal to your proficiency bonus. The creature can try again the saving throw at the end of each subsequent turn.

Font of Life

Also at 3rd level, you can use water to mend the wounds of your allies. If you have a recipient with water on a free hand, you can use your bonus action to pour onto a creature within 5 feet of you. You restore 2d4 + your {{5a|cha}] modifier hit points of the chosen creature. The amount of dice rolled increase to 3d4 at 9th level and 4d4 at 15th level.

You have a number of uses of this feature equal to your proficiency bonus (rounded up). You regain all expended uses when you finish a short or long rest.

Control Water

At 6th level, you can control the water present on the environment and even on your enemies, to perform powerful abilities. As a bonus action, you can use one of the following controls:

  • Water Lash: If you have a source of water large enough (DM's decision) that you can see within 30 feet, you can raise a lash of water. Make an melee spell attack with this lash, using your Charisma modifier as your spellcasting ability. On a hit, you deal damage equal to 1d6 + your Charisma modifier, and you move the target 10 feet in any direction. The water lash the vanishes in a splash of water.
  • Water Puppet: You can try to control the water on the body of a creature to control its movements. You can cast command as a bonus action, without the verbal components (but needing somatic components), using your Charisma as your spellcasting ability to calculate DC.

You can use this ability twice, regaining your uses after a short or a long rest.

Tomb of Frost

At 10th level, whenever a freezed creature with your Freeze ability makes a saving throw, you can use your reaction to impose Disadvantage to it.

Water Master

Starting at 14th, whenever you roll initiative and have no uses of your Control Water feature, you regain two uses.

Water Form

At 18th level, you can use your action to assume the shape of water, assuming the form of a Water Elemental for 1 minute. This works as the True Polymorph spell, don't requiring concentration and for the aforementioned duration.

Once you use this ability, you can't use it again until you finish a short or a long rest.

Air[edit]

Speed of the Wind

At 1st level, you float like wind trough the battlefield. Your movement speed increases in 10 feet while you are in combat.

In addition, whenever you are hit by a ranged attack, you can reduce the damage taken by an amount equal 1d10 + your Dexterity modifier + your level in this class, as a reaction.

Windy Strikes

Also at 1st level, whenever you make an attack with a weapon as an action, you can use your bonus action to shove a creature within 30 feet of you.

In addition, you can use your Dexterity, instead of Strength for your attack rolls with weapons that lack the heavy or two handed properties.

Storm Blade

At 3rd level, when you roll initiative and wield a metal weapon, you can provoke a thunderous explosion on a target you can see within 30 feet. That target and any creature within 5 feet of it take 1d6 thunder damage.

Wind Step

Also at 3rd level, you can make yourself lighter than air. You can take the Dash action as a bonus action and your jump distance doubles.

Shattering Strike

At 6th level, you can make the power of thunder reverberate inside your target's body. When you hit a creature with a weapon attack, you can choose to deal additional thunder damage equal to your Harness Element dice.

Once you use this feature, you can't use it again until you finish a long rest.

Gust

At 10th level, whenever you cause damage with your Harness Element feature, you can control the wind around you to move that creature 10 feet to any direction.

Wind Rider

Starting at 14th level, you can storm trough the battlefield with ease. On your first turn of combat, you can fly with a movement speed equal to twice your movement speed. You must end this movement on the ground, or else you fall aloft.

In addition, you can cast feather fall on yourself, at will.

Primordial Self

At 18th level, you can use a bonus action, Dash and Disengage action. When you do so, your jump height is tripled.

In addition, when you are under the effects of Harness Element, you can choose to be surrounded by violent winds, imposing disadvantage on any attacks made against you until the start of your next turn. You can use this ability a number of times equal to your Charisma modifier, regaining its uses with a short or long rest.

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