Elemental Punch (5e Class)
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Elemental Punch[edit]
Elemental Fists are fighters capable of channeling the power of the elemental planes to hone their own martial skills, sometimes transferring that power to weapons into primal energy and unleashing it on their opponents.
Training the Elemental Fists many 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 a Elemental Punch[edit]
When creating your elemental fist, ask yourself how you developed your ability to control the elements. Have you been touched by an elemental plane and have the power to control it linked to your bloodline, 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 a Elemental Punch quickly by following these suggestions. First, make Charisma hould be your highest ability score, followed by Constitution for more life and Dexterity for more AC. Second, choose the Hermit background.
Class Features
As a Elemetal Punch you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Elemetal Punch level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Elemetal Punch level after 1st
- Proficiencies
Armor: Light armor
Weapons: None
Tools: None
Saving Throws: Charisma, Constitution
Skills: Arcane and two skills of your choice
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Padded or (b) Studded leather
- (a) Two simple weapons or (b) One martial weapon
- (a) A dungeoneer's pack or (b) An explorer's pack
- If starting with starting wealth 5d4x10 gp
Level | Proficiency Bonus |
Features | Imbue Damage |
---|---|---|---|
1st | +2 | Path of the Elements, Imbue Element , Martial Technique | 1d4 |
2nd | +2 | Maneuvers, Fighting Style | 1d4 |
3rd | +2 | Path of the Elements | 1d4 |
4th | +2 | Ability Score Improvement | 1d4 |
5th | +3 | Extra Attack | 1d6 |
6th | +3 | Path of the Elements | 1d6 |
7th | +3 | Elemental Endurance | 1d6 |
8th | +3 | Ability Score Improvement | 1d6 |
9th | +4 | Resilient | 1d8 |
10th | +4 | Path of the Elements | 1d8 |
11th | +4 | Extra Attack | 1d8 |
12th | +4 | Ability Score Improvement | 1d8 |
13th | +5 | Resilient | 1d10 |
14th | +5 | Path of the Elements | 1d10 |
15th | +5 | Metal Fist | 1d10 |
16th | +5 | Ability Score Improvement | 1d10 |
17th | +6 | Resilient | 1d12 |
18th | +6 | Path of the Elements | 1d12 |
19th | +6 | Ability Score Improvement | 1d12 |
20th | +6 | Elemental Master | 1d12 |
Path of the Elements[edit]
After many studies, you finally managed to tune into an element. Starting at level 1, you can choose which element you want to tune into, being Fire, Ice, and Thunder.
Your choice grants features at 1st, 3rd, 6th, 10th, 14th and 18th
save DC is calculated as follows = DC 8 + your proficiency bonus + your Charisma modifier.
Attack Modifier = Proficiency + Charisma Modifier
Martial Technique[edit]
Starting at 1st level, your body and mind are trained to their fullest extent, as you follow the path of elemental martial arts. You gain the following benefits below:
- Metal Fists
Your fists are like sword metal, your unarmed strikes are now 1d8 instead of normal damage. In addition, you can use your Charisma, rather than Strength, for attacks and damage rolls with your unarmed strikes.
This damage increases to 1d10 at 15th level.
- Elemental Soul
While not wearing armor, your AC equals 10 + your Charisma modifier + your Constitution or Dexterity modifier (choose one, you can't change your choice later). Also, when wearing light armor, you can add your Charisma modifier, rather than your Dexterity, to your AC.
You also add your Charisma modifier to your initiative rolls when wearing light or no armor.
Imbue Element[edit]
Starting at 1st level, as a bonus action, you can imbue the element you are attuned to onto your fists, weapons or other creature's weapons. Imbued attacks cause additional 1d4 damage of the chosen type on a hit. The damage increases as you gain levels in this class, as shown on the Imbue Element column in the table above.
You can use this feature a number of times equal to your proficiency bonus, and regain your uses of it after finishing a long rest.
Fighting Style[edit]
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.
- Defense
While you are wearing armor, you gain a +1 bonus to AC.
- Double Element
You can choose a second element to use in combat, but you will only get the benefits of the first level, and you can only imbue one element at a time.
- Clean Hands
When making an unarmed strike on a hit, you can make one more unarmed strike as a bonus action, but without the proficiency bonus.
Maneuvers[edit]
Starting at 2nd level, you gain maneuver points that are equal to your proficiency bonus + your Elemental Punch level. Regain all maneuver points after a long rest
As an action you can spend as many points to use a maneuver below:
Nimble Feet. When you move, you can spend maneuver points and add the number spent to your AC until you stop moving.
Feint attack. You can spend maneuver points and use a bonus action on your turn to feint, choosing a creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If this attack hits, add the amount of point spent to the attack's damage roll.
Prevent. When another creature deals damage to you with a melee attack, you can use your reaction and spend points to reduce the damage by the number spent.
Precise Attack. When you make an unarmed attack roll against a creature, you can spend points to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Reaction. When a creature misses you with a melee attack, you can use your reaction and spend points to make a melee attack against the creature. If you hit, you add the point spent to the attack's damage roll.
Distraction. When you hit a creature with an unarmed strike, you can spend points to distract the creature, giving your allies an opening. You add the point spent to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
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]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class
Elemental Endurance=[edit]
At 7th level, your body becomes to adapt to the power of the elements. You now have resistance to a damage type determined by your Path of the Elements: thunder (thunder), fire (fire), or cold (ice).
Resilient[edit]
At 9th level, you gain a +1 bonus to all your saving throws. This bonus increases to +2 at 13th level and +3 at 17th level.
Elemental Master[edit]
At 20th level, you become the elemental master. Because of that, you become immune to attuned damage type, and you deal additional damage equal to your Charisma modifier.
Path of the Elements[edit]
Fire[edit]
After studies, you have discovered that the Fire element is the most dangerous and many see it as uncontrollable, for its flames do not choose who will burn or stay alive they just destroy everything it touches
- Resurrection of the Phoenix
Also at 1st level, when you are reduced to 0 hit points, you can choose to be reduced to 1 hit point instead. Once you do so, you can't do it again until you finish a long rest.
- Fiend Fire
Starting at 3rd level, as an action, you present your holy symbol, hold out your hand and create a 60 foot by 5 feet line of jet-black flame. Additionally, each hostile creature within the line must make a Dexterity saving throw. A creature takes 2d10 fire damage, plus necrotic damage equal to your Elemental Fist level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
In addition, fiend's fire area of effect is considered an area of darkness - as if created by the darkness spell, until the end of your next turn, as the black flames block the light in the area.
Once you use this feature, you can't use it again until you finish a short or a long rest.
- Black Ballista
Starting at 6th level, as an action, you can create a giant arrow made of pure black flames. Make a ranged weapon attack against a creature within 120 feet. On a hit, you cause 4d10 necrotic damage with it.
The damage increases to 6d10 necrotic damage at 11th level and 8d10 at 20th level.
In addition, you can spend 2 maneuver points to use Black Ballista as a bonus action instead.
- Black Flame
Starting at level 10th, when you use your imbue element feature, you can now choose to cause necrotic damage, rather than fire, by invoking black flames around you.
In addition, when you hit a creature with an unarmed strike while under the effects of Imbue Element - fire or necrotic -, you can conjure black flames, causing your body to be wreathed in dark flames and your eyes glow with a fiendish light as you raise a hand to strike down your target, causing additional 2d8 necrotic damage to it.
You can cause this additional damage a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Blast of Fire
Starting at 14th level, you shoot a bolt of fire at a creature or object you can see within 120 feet. Make a ranged attack against the target. If the attack hits, the creature takes 8d8 fire damage. If the target is a flammable creature or object, it ignites. Until a creature takes an action to put out the fire, the target takes 2d8 fire damage at the start of each of its turns.
After you hit a target with this feature, you can't use it again until you finish a long rest.
- Flame Prison
Starting at 18th level, as an action you can create a cage of fire around you and hopefully an opponent. The cube has a 20-foot and is originated from you. The prison has the following properties:
- Any creature that ends its turn within 10 feet of the edges of the cube (the "bars") takes 5d8 fire damage.
- To pass leave the area, any creature on the flame prison must succeed on a Strength saving throw, taking 5d8 fire damage on a failed save. On a success, the target take half as much damage and is able to leave the area.
The prison lasts for 1 minute, and once you use this feature, you can't do it again until you finish a long rest.
Ice[edit]
After studies, you have discovered that the Ice element is the most merciless with your enemies, for the weak die as soon as they are touched by it, while the strong cannot even move against such power
- Helheim Ice
Starting at 1st level, once you make an ice attack, you can choose to freeze the target using the ice of your element.
As a second attack, you may freeze the ground within a 15 foot cone, all in or entering the area take 1d8 ice damage and the area is considered difficult terrain (except for you) and must make an endurance test of Dexterity DC 8 + Proficiency + Charisma, on a failure you will have your movement halved and receive 1d8 of freezing damage at the beginning of each turn until you leave the frozen area, on a success you will have your movement halved and will not suffer freezing damage. You can use this equal to your proficiency and recover by resting for a long period.
- Glacial Strike
Starting at Level 3, When you strike your opponent, shards of broken ice pierce trough its skin. The creature hit by the attack takes an extra 1d12 cold damage, its speed is reduced by 10 feet, and it takes 1d8 slashing damage plus 1d4 cold damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the shards with a successful Wisdom (Medicine) check against your DC 8 + Proficiency + Charisma.
- Frozen Blood
Starting at Level 6, Instead of making an attack, choose any creature within 60 feet of you. When you use this attack, you can sense the presence of any creature in the area until the end of your turn. The target must make a Constitution saving throw. On a failed to save, it takes 1d8 cold damage plus 1d6 piercing damage, as the blood and water of the creature inside to freeze and pierce the creature from inside and they are restrained till the end of their next turn. On a successful save, the target takes half as much damage.
- Numbing Coldness
Starting at level 10, Your ice causes this attack to temporarily hinder the movements of the target. The creature hit by the attack takes an extra 2d6 cold damage, and have its movement speed reduced to half until the end of your next turn. In addition, the creature can't take reactions until the end of this turn.
- Ice Spike
Starting at level 14, You touch the ground and an ice growth appears in a space adjacent to the target [30 feets], pointing in your direction. The chosen creature must make a Dexterity saving throw. On a failed save, the target takes 2d8 piercing damage and 2d8 cold damage and has its speed reduced to 0 until the start of your next turn. On a successful save, the target takes half damage and its speed is unaffected.
The target's space and all adjacent spaces become difficult terrain until the start of your next turn.
- Ice Shards
Starting at level 18, Choose a point in the [60 feets] range, Ice shards rain down on creatures in a 5-foot-radius sphere centered on the point. Each creature within this radius must succeed on a Dexterity saving throw or take 3d4 cold damage and 3d4 Piercing damage.
Thunder[edit]
After study, you discovered that the Thunder element is the most restless and disturbed, nobody knows when it will explode and destroy everything around.
- Thunderstorm
Starting at level 1, as soon as you make an attack imbued with thunder, you can choose to have the thunder in your attack hit enemies that are close to each other, starting with the enemy that was hit
Each enemy within 10 feets of the first hit must make an endurance test of Dexterity DC 8 + Proficiency + Charisma, on a failure the target suffers 1d10 and is paralyzed, on a success he takes half damage and is not paralyzed. You can use this equal to your proficiency and recover by resting for a long period.
- Electrical Storm
Starting at level 3, You emit a jolt of electrical energy. Each creature within 10 feet of the elemental must make a Dexterity saving throw its DC, taking 4d8 lightning damage on a failed save and is paralyzed, or half as much damage on a successful one.
- Thunder Walk
Starting at level 6, You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.
- Dark Thunder
Starting at level 10, You raise your hand toward the stormy sky and summon a massive black bolt to strike anyone within 10 feet of you, then spread across the ground for another 10 feet. Each target in range must make a Dexterity saving throw. Any target within 10 feet of you that fails the save takes 4d8 thunder damage and half on a success. If a creature is not within range of the initial attack but is within range of the spread, it takes 2d8 thunder damage on a failed save and half on a successful one.
- Divine Thunder
Starting at level 14, You raise your hand towards the stormy sky and summon lightning to hit all creatures in a 30-foot radius circle centered on you. Every target in range must make a Dexterity saving throw. You and creatures you choose have advantage on the saving throw. Any target that fails the save takes 4d8 lightning damage and 2d8 radiant damage, creatures who make the save take half damage.
- Thunder
Starting at level 18, Bolts of lightning and echoes of deafening thunder burst from your body in every direction. Each creature other than you in a 60-foot radius centered on you must make a Constitution saving throw. On a failed save a creature takes 6d6 lightning damage, takes 6d6 thunder damage, and is deafened for 1 minute. On a success a creature takes half as much damage and isn't deafened.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Elemental Punch class, you must meet these prerequisites: 13 Charisma, and 13 Dexterity
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