Elemental Fist (5e Class)

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Elemental Fist[edit]

Elemental Fists are fighters capable of channeling the power of the elemental planes to hone their own martial skills, engulfing weapons in primordial energy and unleashing it on their opponents.

Elemental Fists training requires a proper understanding of the elements and a firm grasp of how to control them. Most users and their elements are linked, as each elemental discipline utilizes the strengths of different body parts more than others and a different personality, leading some to be more attuned to certain elements than others.

Creating an Elemental Fist[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 Fist quickly by following these suggestions. First, make Strength your highest ability score. Your next highest score should be Constitution and Dexterity. Second, choose the Hermit background.

Class Features

As a Elemental Fist you gain the following class features.

Hit Points

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

Proficiencies

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

Equipment

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

  • (a) Padded or (b) Leather
  • (a) A Simple weapon or (b) Two martial weapons
  • (a) A dungeoneer's pack or (b) An explorer's pack

Table: The Elemental Fist

Level Proficiency
Bonus
Features Elemental Damage
1st +2 - -
2nd +2 - 1d6
3rd +2 - 2d6
4th +2 Ability Score Improvement 2d6
5th +3 - 3d6
6th +3 - 3d6
7th +3 - 4d6
8th +3 Ability Score Improvement 4d6
9th +4 - 5d6
10th +4 - 5d6
11th +4 - 6d6
12th +4 Ability Score Improvement 6d6
13th +5 - 7d6
14th +5 - 7d6
15th +5 - 8d6
16th +5 Ability Score Improvement 8d6
17th +6 - 9d6
18th +6 - 9d6
19th +6 Ability Score Improvement 10d6
20th +6 - 10d6

Unarmed Fighting[edit]

At 1st level, your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Elemental Strikes[edit]

Also at 1st level, you learn how to call upon the power of the elements to unleash elemental destruction upon your enemies. You learn one Elemental Strike, learning an additional one at 6th, 10th, 14th and 18th levels.

You can use your Elemental Strikes three times, regaining your uses of it after completing a long rest. You gain more uses of this feature as you gain levels in this class.

Infused Fists[edit]

Also at 2nd level, you learn to channel elemental energy to infuse your fists. As a bonus action, you can spend 1 Elemental Point to infuse your fists with any element you know.

The effect of the infusion lasts until you finish a short or long rest. While the infusion is active, once per turn your unarmed strikes are magical, and deal extra damage equal to your Elemental Damage dice of the type determined by the element. Your fists can only have one active elemental infusion at a time.

In addition, whenever you use an Elemental Strike while your fists are infused, you can end the infusion to empower your Elemental Strike.

You have a number of elemental points equal to your proficiency bonus, regaining these points after finishing a long rest.

Explosive Strike[edit]

At 6th level, you can unleash the power of the elements in a violent explosion. While your fists are infused, you can replace one attack to force all creatures in a 20-foot radius around you to make a Dexterity saving throw, or take damage equal to your Infused Fists additional damage, or half as much on a success.

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

Elemental Strikes[edit]

Frost Strike

Your attack causes cold damage. In addition, a Large or smaller creature hit by this attack must make a Constitution saving throw. On a failure, the creature is frozen, having its speed reduced to 0 becoming unable to use reactions until the end of your next turn.

If your fists are infused with cold, you can end the infusion to cause the freezing effect to last for 1 minute and ignore the size of the creature. The frozen creature can repeat the saving throw at the end of each of its turns, ending the curse on itself on a success.

Flame Strike

Your attack causes fire damage. In addition, a creature hit by this attack must make a Dexterity saving throw. On a failure, the creature is burning, taking 1d8 fire damage, plus 1d8 fire damage at the end of its next turn, unless it takes an Action to put out the flames.

If your fists are infused with fire, you can end the infusion to cause the burning effect to last for 1 minute or until the target uses an Action to end the effect.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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