Elemental Fighter (5e Subclass)
Elemental Fighter[edit]
Fighter Subclass
Elemental fighters are warriors who wield the power of the elements, imbuing their strikes and armor with them, shaping them into weapons and even manifesting a form of limited magic using said elements. They are trained in conjuring all the four elements, using them as the situation requires, what makes them highly adaptable combatants.
- Elemental Attunement
Starting at 3rd level, you can use a bonus action to attune to the elements, boosting the damage of your attacks. You gain an elemental die, which is a d4. Once per turn when you hit a creature with a weapon attack or unarmed strike, you cause additional damage equal to your elemental die.
The elemental die increases as you gain levels in this class: becomes 1d6 at 7th level, 1d8 at 10th level, 1d10 at 15th level and 1d12 at 18th level.
The damage type depends on the element you are attuned to: bludgeoning (earth), cold (water), fire (fire) or thunder (air).
The attunement lasts for 1 minute, ending earlier if you are no longer conscious. You can attune to the elements a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.
- Elemental Armaments
Also at 3rd level, you gain the ability to shape the elements into weapons. You gain the following benefits:
- Conjuring an Armament. As a bonus action, you can summon a shield or any weapon you are proficient with on your empty hand (or hands if the weapon is two handed). Thrown weapons reappear in your hand after hitting or missing the target, while ranged weapons produce their armament.
- The damage caused by the elemental armament equals the damage of a regular weapon from the type summoned, but deals damage from the attuned type, rather than its regular damage.
- Armament Power. When wielding an elemental armament, you can use a power depending on the type of armament summoned and the currently attuned element. These powers are described in the Armament Powers section below.
- Once you use an armament power once, you can't do it again until you finish a short or a long rest.
- Elemental Save DC. The save DC for these effects when it is required is calculated as follows: DC 8 + your proficiency bonus + your Constitution modifier.
- Primordial Vault
Beginning at 7th level, whenever a hostile creature moves within 5 feet of you, you can propel elemental energy forward, allowing you to vault 10 feet directly away from them as a reaction without provoking an opportunity attack from the creature.
- Primordial Devastation
Beginning at 10th level, your mastery over the elements reach new heights, as you become able to unleash elemental devastation upon your enemies. The save DC for these effects is your Elemental Save DC.
Once you use this feature to unleash any of the effects below, you can't do it again until you finish a short or long rest, unless you spend a use of Action Surge to do so again.
- Primordial Throw. You can shape your summoned elemental armament into raw elemental power, and throw it against an enemy. Choose a creature of your choice you can see within 30 feet. That creature takes 4d6 damage from the attuned element type, and must succeed on a Constitution saving throw or is stunned until the end of your next turn.
- Primordial Shot. You can use your Action to make a ranged attack forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 damage from the type you are attuned to on a failed save, or half as much damage on a successful one.
- Primordial Volley. You unleash elemental devastation on a point you can see within 120 feet. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 damage from your attunement type on a failed save, or half as much damage on a successful one.
- Elemental Armor
Beginning at 15th level, you gain resistance to cold, fire and thunder damage, and bludgeoning damage from non-magical sources.
- Ring of Elements
Beginning at 18th level you can conjure a protective ring as a bonus action. While the ring is active, whenever a creature within 30 feet hits you with an attack, you can cause damage to that creature equal to elemental die + your Constitution modifier.
Armament Powers[edit]
- Elemental Weapon
While the elemental weapon is summoned, you can use the elemental power correspondent to your current attuned element:
- Fire. When you cause extra elemental damage to a creature, it must make a Dexterity saving throw or be set on fire taking 1d10 fire damage at the start of its turn. The creature must use an action to douse the fire.
- Water. When you cause extra elemental damage to a creature, it must make a Dexterity saving throw or have its speed reduced to half for 1 minute.
- Earth. When you cause extra elemental damage to a creature, it must make a Strength saving throw or be pushed up to 10 feet directly from you.
- Wind. When you cause extra elemental damage to a creature, it must make a Wisdom saving throw or be paralyzed for 1 minute. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target.
- Elemental Shield
While the elemental shield is summoned, you can use the elemental power correspondent to your current attuned element:
- Fire. When a creature hits you with an attack, as a reaction you can move 10 feet in any horizontal direction.
This movement does not provoke attacks of opportunity and is unaffected by movement impairing effects.
- Water. You gain temporary hit points equal to your level + your Intelligence Modifier
- Earth. Your AC increases by 2. This effect last for 1 minute.
- Wind. Your movement speed increases by 10 feet. You can dash as a Bonus Action. This effect last for 1 minute.
Back to Main Page → 5e Homebrew → Character Options → Subclasses