Elemental Vanguard of Xianlong (5e Class)

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Elemental Vanguard of Xianlong[edit]

The elemental warriors of Xianlong were once the pinnacle of mastery, harmonizing with the primal forces of nature itself. Their techniques, now lost to time, were said to be so powerful that even the heavens trembled before them.

Keepers of the Primordial Balance[edit]

The Elemental Vanguards of Xianlong were once the guardians of the natural world, wielding the very forces that shaped the land, the skies, and the seas. Unlike mere practitioners of elemental magic, these warriors became one with their chosen element, embodying its philosophy, its might, and its unyielding will.

Each Elemental Vanguard dedicated their life to mastering one of the Seven Primordial Elements—Fire, Water, Wind, Earth, Electricity, Light, or Darkness—integrating its power into their very essence. Their techniques were not spells but martial expressions of elemental dominance, capable of reshaping battlefields and defying the natural order.

However, the fall of the Xianlong Dynasties led to the near-extinction of their traditions. The philosophies that once defined each elemental path were lost to time, and only a rare few still possess the knowledge to reclaim these legendary arts.

Quick Build

You can make an Elemental Vanguard quickly by following these suggestions: First, Wisdom' or Dexterity should be your highest ability score, followed by Constitution. Choose the Soldier or Hermit background, reflecting either a warrior's discipline or a scholar's search for lost knowledge.

Class Features

As a Elemental Vanguard you gain the following class features.

Hit Points

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

Proficiencies

Armor: none
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two between Athletics, Acrobatics, History, Insight, Nature, Perception, Stealth, and Survival

Equipment

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

  • (a) 1 Martial Weapon or (b) 1 Simple Weapon
  • (a) 1 Elemental Training Garb (Traveler's Clothes) or (b) 1 Chain Shirt
  • (a) 1 Explorer's Pack or (b) 1 Scholar's Pack
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Elemental Vanguard

Level Proficiency
Bonus
Elemental Points Elemental Die Features
1st +2 1 + wis d4 Elemental Flow, Martial Techniques
2nd +2 2 + wis d4 Elemental Resilience, Empowered Strikes
3rd +2 3 + wis d6 Primordial Mastery, Elemental Path
4th +2 4 + wis d6 Ability Score Improvement, Elemental Infusion
5th +3 5 + wis d8 Extra Attack, Elemental Augmentation
6th +3 6 + wis d8 Advanced Elemental Path
7th +3 7 + wis d10 Elemental Surge
8th +3 8 + wis d10 Ability Score Improvement, Improved Elemental Infusion
9th +4 9 + wis d12 Superior Elemental Control
10th +4 10 + wis d12 Elemental Mastery
11th +4 11 + wis 2d6 Unbreakable Will, Second Extra Attack
12th +4 12 + wis 2d6 Ability Score Improvement, Ultimate Augmentation
13th +5 13 + wis 2d8 Elemental Ascendancy
14th +5 14 + wis 2d8 Primordial Domain
15th +5 15 + wis 2d10 Perfected Flow
16th +5 16 + wis 2d10 Ability Score Improvement, Transcendence of Form
17th +6 17 + wis 2d12 Elemental Fusion
18th +6 18 + wis 2d12 Absolute Harmony, Third Extra Attack
19th +6 19 + wis 3d10 Ability Score Improvement, Elemental Supremacy
20th +6 20 + wis 3d12 Living Manifestation of the Elements

Elemental Essence[edit]

At 1st level, you become a conduit for the primordial forces. Choose one element: Fire, Cold, Lightning, Acid, Thunder, or Radiant. Your unarmed strikes deal an additional 1d6 damage of your chosen element.

Additionally, your unarmed strikes count as magical weapons for the purpose of overcoming resistances and immunities.

Elemental Energy Pool (EEP): You have Elemental Energy Points (EEP) equal to twice your Elemental Vanguard level + your Wisdom modifier. These points recharge after a short or long rest.

Advanced Martial Techniques[edit]

At 2nd level, you refine your martial mastery, gaining access to three martial techniques, fueled by Stamina Points (SP). You have SP equal to twice your Dexterity Bonus, recharging on a short or long rest.

Martial Techniques:

  • Flurry of Blows: After attacking, spend 1 SP to make two additional unarmed strikes.
  • 'Patient Defense: Spend 1 SP to take the Dodge action as a bonus action.
  • Wind Step: Spend 1 SP to take the Disengage or Dash action as a bonus action and double your jump distance.

Blade of the Primordials[edit]

At 3rd level, you choose your Elemental Subclass, known as your Primordial Path. Each path grants unique abilities at levels 3, 6, 10, 15, and 20. Your choice is permanent and defines how you manifest elemental power in battle.

Your Elemental Strikes' damage increases to 1d8.

Philosophy of the Primordial Elements[edit]

Each Elemental Vanguard follows a strict philosophy tied to their chosen element. These philosophies are not merely guidelines, but absolute truths that shape the way an Elemental Vanguard interacts with their power. Failure to uphold these principles will sever their connection to the element, rendering them unable to use their abilities.

Philosophy of Fire – The Dynasty of the Eternal Flame[edit]

Core Beliefs:

  • The flame is both destruction and renewal. Through fire, all things end and begin anew.
  • Power must be taken, not given. Only those with the will to burn brighter than others are worthy of strength.
  • Passion fuels strength. Doubt is the only true weakness.
  • Hesitation leads to failure. An opportunity lost in battle may never come again.

Forbidden Doctrine:

  • Never let your fire wane. Doubt, hesitation, and fear will extinguish your flame.
  • The weak should be burned away. Pity is an insult to the natural order.
  • The past is already ashes. Do not linger in old embers when new flames can be kindled.

Philosophy of Water – The Dynasty of the Eternal Tide[edit]

Core Beliefs:

  • Water is adaptability. It shapes itself to any challenge, never resisting change.
  • Patience is power. The tide will always return, no matter how many times it is pushed back.
  • Strength comes not from force, but from endurance. The river outlasts the mountain.
  • Control without constraint. True mastery of water is knowing when to flow and when to crash.

Forbidden Doctrine:

  • Stagnation is death. One must always move forward or be consumed.
  • Rigidity is weakness. Those who cannot bend will be broken.
  • Chaos without control is meaningless. A flood is not power—it is wasteful destruction.

Philosophy of Earth – The Dynasty of the Unbreakable Bastion[edit]

Core Beliefs:

  • True power is unshakable. Stand firm, and nothing can bring you down.
  • The strong protect the weak. It is the duty of the mountain to shield the valley.
  • Patience is invincible. The earth does not rush, yet it shapes the world over time.
  • Stability is everything. Without a solid foundation, all things crumble.

Forbidden Doctrine:

  • Do not waver. Doubt is a crack in the armor of your soul.
  • The weak who refuse to stand are unworthy of your protection.
  • Recklessness is foolishness. A warrior of the earth moves only when necessary.

Philosophy of Wind – The Dynasty of the Endless Sky[edit]

Core Beliefs:

  • Freedom is absolute. The wind answers to no master.
  • Movement is life. A still breeze is a dying one.
  • A warrior of the wind is never bound by past failures or victories—only the present moment matters.
  • The strongest strike is the one unseen. Speed and precision outweigh brute force.

Forbidden Doctrine:

  • Never be caught. If you are trapped, you have already failed.
  • To hesitate is to fall. The wind does not stop, and neither should you.
  • Those who rely on others for strength will always be grounded.

Philosophy of Electricity – The Dynasty of the Living Storm[edit]

Core Beliefs:

  • Power is movement. A storm that does not rage is no storm at all.
  • Speed is everything. The first to strike controls the battle.
  • Strength is earned, not given. Only those who push beyond their limits can wield true power.
  • The weak are static. To remain in place is to invite defeat.

Forbidden Doctrine:

  • Hesitation leads to failure. A storm that pauses is one that fades away.
  • Mercy is a delay of the inevitable. If an enemy must fall, strike them down instantly.
  • Those who cannot keep up do not deserve to follow.

Philosophy of Light – The Dynasty of the Guiding Radiance[edit]

Core Beliefs:

  • Truth is absolute. Light does not lie, and neither should you.
  • A warrior of light must illuminate the path for others, leading them to clarity.
  • Justice and righteousness must be upheld, even when the cost is high.
  • The past should never be forgotten, for history shapes the present.

Forbidden Doctrine:

  • Deception is cowardice. Those who manipulate the truth will fall into darkness.
  • A warrior of light does not abandon their cause, even when outmatched.
  • Power should never be hoarded for selfish reasons. It is meant to guide, not to dominate.

Philosophy of Darkness – The Dynasty of the Abyss Nocturne[edit]

Core Beliefs:

  • The darkness does not deceive—it reveals what others refuse to see.
  • Strength lies in the unseen. Those who embrace the void will always be one step ahead.
  • The world is not kind. Only those who accept the harsh truth can survive.
  • Power belongs to those who seize it, not to those who wait for permission.

Forbidden Doctrine:

  • Never fear the void. Fear is the chain that binds lesser minds.
  • Silence is power. Words are weapons, and should not be wasted.
  • Morality is a cage. A warrior of darkness follows their own path, not the rules of others.


Ability Score Improvement[edit]

At 4th level, you can increase one ability score by +2, or two ability scores by +1.

The Vanguard’s Wrath[edit]

At 5th level, your speed and attacks increase dramatically:

Extra Attack: You can attack twice when you take the Attack action. You get another extra attack at level 11th and 18th.

Unrelenting Flow: When you land a critical hit, you can spend 2 EEP to immediately make another attack.

Elemental Infusion & Martial Mastery[edit]

At 6th level, your mastery over your chosen element begins to permanently reshape your body and fighting style, granting you the following benefits:

Elemental Infusion: Your connection to your element deepens, granting you resistance to its damage type. Once per long rest, when you take damage of your chosen element’s type, you can absorb it, converting the damage taken into EEP instead of hit points, up to a maximum of twice your Proficiency Bonus.

Martial Adaptation: Your combat techniques evolve, allowing you to execute powerful maneuvers:

  • Unbreakable Stance: Spend 2 SP to become immune to forced movement, knockdowns, and the prone condition for 1 minute.
  • Defensive Flow: Spend 2 SP to enter a defensive state where the next three melee attacks against you suffer disadvantage.
  • Elemental Overdrive: Spend 3 SP to enhance your unarmed strikes, causing each hit to deal an additional 1d8 of your elemental damage type for 1 minute.
  • Elemental Infusion: You gain resistance to your chosen element’s damage type and can absorb an attack of that type once per long rest, converting the damage taken into EEP instead of hit points.

Martial Adaptation: You learn three new martial techniques:

  • Power Attack: Spend 2 SP to double your attack’s damage dice.
  • Counterflow Guard: Spend 2 SP to reduce incoming damage by half and immediately make one attack.
  • Elemental Frenzy: Spend 3 SP to imbue all attacks with extra elemental damage for 1 minute.

Primordial Will[edit]

At 7th level, your elemental energy enhances your martial prowess, allowing you to choose two of the following abilities:

  • Focused Surge: Spend 2 EEP to gain advantage on an attack roll or ability check.
  • Elemental Precision: Spend 3 EEP to ignore resistance to your elemental damage for 1 minute.
  • Energy Rebound: When you take damage from your element’s damage type, you can spend 3 EEP to reflect half of the damage back to the attacker.

Primordial Manipulation[edit]

At 9th level, you gain advanced control over your element:

Your elemental techniques no longer require somatic or verbal components.

You can reshape your element freely, altering its form at will.

Primordial Onslaught[edit]

At 10th level, you reach the apex of martial and elemental destruction, gaining the following benefits:


  • Elemental Amplification: You may spend 3 EEP to double the damage dice of one attack once per turn.
  • Ancients Arts (SP): Choose two from the following:
  • Breakthrough Dash: Spend 2 SP to instantly teleport up to 120 feet and strike.
  • Blade Dance: Spend 3 SP to reset your Attack action, allowing you to attack again.
  • Heroic Resolve: Spend 5 SP to ignore all debuffs for 1 round.

Elemental Recovery (11th Level)[edit]

At 11th level, your bond with your element strengthens, allowing it to actively restore your energy during battle.

  • At the start of your turn, you automatically regain 1 EEP.
  • If you are surrounded by your element or in an environment where it is naturally present, this regeneration increases to 2 EEP per turn.
  • When reduced to 0 HP, you can spend 5 EEP as a reaction to remain standing at 1 HP instead of falling unconscious.

Your body and soul are now attuned to the flow of primordial energy, ensuring that even in the direst of moments, your element will sustain you.

Ability Score Improvement (12th Level)[edit]

At 12th level, you can increase one ability score by +2, or two ability scores by +1.

Maximum Output (13th Level)[edit]

At 13th level, you have learned how to push your elemental abilities to their absolute peak, unlocking their true destructive potential.

When activating a technique, you may choose to double its cost to enhance it, selecting two of the following effects:

  • Expansion Surge: The technique’s area of effect is doubled.
  • Forceful Impact: Enemies automatically fail their saving throws against this technique.
  • Devastating Power: The damage is increased by 50%.
  • Swift Execution: The technique is cast as a bonus action instead of an action.
  • Endless Flow: The technique does not consume an EEP cost, but this option may only be used once per long rest.

By embracing the raw essence of your element, you surpass normal limitations, unleashing devastation unlike anything before.

Ability Score Improvement (14th Level)[edit]

At 14th level, you can increase one ability score by +2, or two ability scores by +1.

Elemental Expansion (15th Level)[edit]

At 15th level, your mastery over your element has reached a point where you can alter the entire battlefield.

  • As an action, you may spend 10 EEP to expand your element’s influence over a 1-mile radius.
  • Your Elemental Expansion has 6 phases, intensifying in power each turn it remains active.
  • Within your domain, your element bends only to your will—no other force may control it.

Each turn, the Elemental Expansion progresses, amplifying the effects of your element and granting advantages unique to your chosen element. The longer the expansion remains active, the greater your control over the battlefield.

Your very presence becomes a force of nature, reshaping reality to reflect the overwhelming dominance of your element.

Ability Score Improvement (16th Level)[edit]

At 16th level, you can increase one ability score by +2, or two ability scores by +1.

Absolute Dominion (17th Level)[edit]

At 17th level, you reach a state of unshackled mastery, where your command over your element transcends all conventional limits.

  • You gain resistance to an additional elemental damage type.
  • Your ability to control your element allows you to ignore resistances against your elemental damage.
  • Once per turn, you may change the damage type of your attacks and abilities within the confines of your chosen element.

At this level, even those who once stood resilient against your power find themselves helpless before your absolute control.

Ability Score Improvement (18th Level)[edit]

At 18th level, you can increase one ability score by +2, or two ability scores by +1.

Final Awakening (19th Level)[edit]

At 19th level, your mastery over your element has elevated you to the peak of power, where nothing in existence can hope to rival you.

  • Endless Domain: You can activate your Elemental Expansion twice per long rest without spending EEP.
  • Elemental Supremacy: Your elemental abilities now bypass all forms of resistance, immunity, and damage reduction.
  • Limitless Endurance: When an attack would reduce you to 0 HP, you may spend 10 EEP to remain standing at 1 HP instead.

Your element flows through you, no longer constrained by the natural laws of the world. You have become something far beyond the mortal realm.

Primordial Manifestation (20th Level)[edit]

At 20th level, you are no longer merely a warrior—you are the living embodiment of your element.

  • Permanent Elemental Expansion: Your Elemental Expansion is now permanently active, radiating your chosen element wherever you go.
  • Unlimited Flow: You no longer have a maximum cap on EEP, allowing you to channel limitless energy.
  • True Primordial Strike: Once per long rest, you may unleash the ultimate expression of your element, a technique that shatters the battlefield.

Upon declaring Primordial Strike, your next attack automatically hits and cannot be avoided, forcing the enemy to automatically fail all saving throws. The effects vary depending on your element, but each results in absolute devastation:

This Primordial Strike is a once-in-a-lifetime technique, used only in moments of absolute necessity, for it changes the very landscape itself.

At this level, you are no longer bound by mortality. Your very presence reshapes the battlefield, and no force—mortal, divine, or eldritch—can stand in your way.


Subclasses[edit]

Fire Primordial[edit]

The Fire Vanguard embodies the sheer ferocity and relentless hunger of fire. These warriors wield flames with absolute mastery, incinerating foes with scorching intensity and unleashing infernos that reshape the battlefield. The fire they command is both a weapon and a shield, consuming all who oppose them while fortifying their own relentless spirit.

Scion of the Eternal Flame (3rd Level)[edit]

At 3rd level, your bond with fire deepens, granting you the following benefits:

  • You gain resistance to fire damage and can withstand extreme heat and cold without suffering negative effects.
  • Your Elemental Strikes now deal 1d8 fire damage instead of 1d6.
  • Each time you hit a creature with an unarmed strike or elemental technique, you place one Ember Charge on them. A creature can have a maximum number of Ember Charges equal to your SA bonus. Ember Charges enhance your abilities and can be detonated for devastating effects.
  • Your damage dice with Elemental Strikes are doubled against creatures that are vulnerable to fire.

Planar Link – Flameborn Soul (3rd Level)[edit]

Because of your connection to the Primordial Plane of Fire, your creature type counts as Elemental in addition to your previous type.

  • When making death saving throws, you roll at disadvantage.
  • If you die, your soul is absorbed by the Plane of Fire, making you unable to be revived by any means except a 7th-level spell or higher.

Flame Stance – Dance of the Eternal Inferno (6th Level)[edit]

At 6th level, you gain access to a Fire Stance, a battle posture that enhances your destructive potential.

  • Entering Stance: As a bonus action, you may enter the Dance of the Eternal Inferno for 1 minute. You may do this a number of times equal to your BA bonus per long rest. While in this stance:
  • Your fire attacks deal an additional damage equal to your Eldritch Blade die.
  • Your attack bonus is doubled.
  • Each attack automatically places one Ember Charge on the target.
  • If a target reaches 5 Ember Charges, they gain vulnerability to fire damage and cannot regain hit points for 1 minute.
  • You ignore resistances to fire damage, and fire-immune creatures take half damage instead of none.

Infernal Manipulation – Domain of Fire (9th Level)[edit]

At 9th level, your control over fire reaches its absolute peak, allowing you to manipulate flames with extreme precision.

  • As a free action once per turn, you may shape, intensify, or extinguish fire within 90 feet of you.
  • You can increase the temperature of flames to supernatural levels, forcing all creatures within 60 feet to make a Constitution saving throw or gain one level of exhaustion.
  • You may transform fire into magma or condense it into blue flames, altering its effects.
  • You can create and dissipate fire at will, even generating it from nothing.
  • You become immune to fire damage.
  • Your spells and attacks that deal fire damage gain a bonus to attack and damage rolls equal to your SA bonus.
  • Enemies making saving throws against your fire-based abilities suffer a penalty equal to your SA bonus.

Hellstorm Onslaught (10th Level)[edit]

At 10th level, your flames become unstoppable, allowing you to unleash apocalyptic destruction.

  • Third Attack: You may now attack three times per Attack action.
  • Ignition Strike: When you land a critical hit, the target immediately gains 5 Ember Charges.
  • Infernal Detonation: You may spend 3 EEP as a bonus action to cause all Ember Charges on an enemy to explode, dealing 2d12 fire damage per charge to all creatures within 30 feet of them. Targets automatically fail their saving throw if they have 5 Ember Charges.

Elemental Expansion – Crucible of the First Flame (15th Level)[edit]

At 15th level, your connection to the Primordial Plane of Fire allows you to manifest the First Flame, consuming the battlefield in an inescapable inferno.

  • As an action, you may spend 10 EEP to activate your Elemental Expansion: Crucible of the First Flame.
  • This expansion gradually increases in intensity over six phases, expanding up to 1 mile in radius.
  • Each phase enhances the fire’s effects, culminating in inescapable devastation where all enemies automatically fail saving throws against your abilities and all fire damage is doubled.
  • While this expansion is active, you gain absorption to fire damage, healing instead of taking damage from fire-based attacks.

Final Awakening – Embodiment of the Inferno (20th Level)[edit]

At 20th level, you transcend mortality, becoming the living incarnation of fire itself.

  • Your Elemental Expansion remains permanently active in a location of your choosing.
  • You may use two techniques per turn without consuming an action.
  • You absorb all fire damage instead of taking damage from it.
  • You gain access to the Ultimate Technique of Fire: Vengeful Flames.

Ultimate Technique – Vengeful Flames (20th Level)[edit]

Your final technique, used only in moments of absolute vengeance, reshapes the battlefield into an unstoppable storm of fire.

  • As a reaction when you die or are reduced to 0 HP, you may spend 10 EEP to activate Vengeful Flames.
  • You release an intense volley of fire, creating a scorching inferno in a 500-foot line, 80 feet wide.
  • All creatures in this area must make a Constitution saving throw or take 10d10 fire damage per Ember Charge they have, plus triple all damage you have received in the combat.
  • The flames pass through all surfaces, magical barriers, and objects, destroying everything in their wake.
  • Creatures reduced to 0 HP by this ability are turned to ash and can only be revived by the Wish spell after 10 years.
  • On a successful saving throw, targets take half damage.

Once activated, Vengeful Flames ensures that your foes will burn, even in death.

Water Primordial[edit]

The Water Vanguard embodies the endless flow and adaptability of water, becoming an unstoppable force that surges, engulfs, and cleanses. They wield the tides as both a weapon and a shield, controlling the battlefield with devastating waves, relentless currents, and the healing embrace of the ocean depths.

Scion of the Endless Tide (3rd Level)[edit]

At 3rd level, your body and mind become attuned to the primordial forces of water, granting you the following benefits:

  • You gain resistance to cold damage and can withstand extreme cold and heat without suffering negative effects.
  • You can breathe underwater indefinitely and move freely through water as if under the effects of the Freedom of Movement spell.
  • Your Elemental Strikes now deal 1d8 cold or bludgeoning damage instead of 1d6.
  • Your presence generates a constant flow of water, making all terrain within 10 feet of you difficult terrain for enemies.
  • Your attacks have a passive cleansing effect, removing poison, disease, or minor curses from allies you touch.

Planar Link – Embrace of the Abyss (3rd Level)[edit]

Due to your deep connection to the Elemental Plane of Water, your creature type counts as Elemental in addition to your previous type.

  • When making death saving throws, you roll at disadvantage.
  • If you die, your soul is absorbed by the Plane of Water, making you unable to be revived by any means except a 7th-level spell or higher.

Tidal Stance – Embrace of the Tranquil Wave (6th Level)[edit]

At 6th level, you learn to channel the adaptive flow of water into a battle stance, allowing you to shift seamlessly between offense and defense.

  • Entering Stance: As a bonus action, you may enter the Embrace of the Tranquil Wave for 1 minute. You may do this a number of times equal to your BA bonus per long rest. While in this stance:
  • Your AC increases by your SA bonus, as your form flows like water to avoid attacks.
  • You gain an additional bonus action each turn.
  • You may remove a status effect from yourself or a target within 60 feet of you a number of times equal to your SA bonus per long rest.
  • You can turn into liquid for a brief moment, allowing you to pass through narrow openings or become immune to non-magical attacks for 1 turn.

Aqua Dominion – Mastery of the Tides (9th Level)[edit]

At 9th level, you achieve absolute control over water, manipulating it as an extension of your will.

  • As a free action once per turn, you may shape, freeze, or redirect water within 90 feet of you.
  • You may change the state of water at will, turning it into solid ice or mist instantly.
  • You can create water from nothing or remove it entirely, allowing you to generate or dispel water-based effects.
  • You become immune to cold damage.
  • Your spells and attacks that deal cold or bludgeoning damage gain a bonus to attack and damage rolls equal to your SA bonus.
  • Enemies making saving throws against your water-based abilities suffer a penalty equal to your SA bonus.

Surging Onslaught (10th Level)[edit]

At 10th level, you reach the peak of fluid combat, overwhelming enemies with relentless strikes and tidal force.

  • Third Attack: You may now attack three times per Attack action.
  • Hydro Flow: When you land a critical hit, the target is knocked back 30 feet, takes additional bludgeoning damage equal to your SA bonus, and is stunned until the start of your next turn.
  • Drowning Grasp: You may spend 3 EEP as a bonus action to trap an enemy in a swirling vortex, forcing them to make a Strength saving throw. On a failure, they are restrained for 1 minute, unable to breathe unless they can naturally survive underwater.

Elemental Expansion – Reverberation of the Emperor of the Seas (15th Level)[edit]

At 15th level, you attain supreme mastery over water, allowing you to shape entire battlefields into your domain.

  • As an action, you may spend 10 EEP to activate your Elemental Expansion: Reverberation of the Emperor of the Seas.
  • This expansion gradually increases in intensity over six phases, expanding up to 1 mile in radius.
  • Each phase enhances the effects of water, culminating in an inescapable aquatic battlefield where enemies are restrained, battered, and drowned by the tides.
  • While this expansion is active, you heal for half of all water-based damage you deal.

Final Awakening – The Living Tsunami (20th Level)[edit]

At 20th level, you transcend mortality, becoming the embodiment of the ocean’s wrath and serenity.

  • Your Elemental Expansion remains permanently active in a location of your choosing.
  • You may use two techniques per turn without consuming an action.
  • You absorb all cold and water damage instead of taking damage from it.
  • You gain access to the Ultimate Technique of Water: The Four Guardians of the Emperor.

Ultimate Technique – The Four Guardians of the Emperor (20th Level)[edit]

Your final technique calls upon the primordial spirits of the ocean, summoning four colossal spectral water dragons to fight alongside you.

  • As an action, you may spend 15 EEP to summon four massive water dragons that last for 1 hour.
  • Each dragon has hit points equal to three times your own and possesses all of your stats, enhanced by twice your SA bonus.
  • The dragons may attack independently, each using your full Attack action with triple your Eldritch Blade Dice in damage.
  • While active, the dragons passively generate waves that push all enemies 60 feet back at the start of their turn.
  • You and all allies within 300 feet of the dragons regain 10% of your maximum HP at the start of each of your turns.
  • The dragons can perform a Hydro Shot as a bonus action without consuming resources. This version of Hydro Shot has a 240-foot range and deals double damage.

Once activated, The Four Guardians of the Emperor ensure that none will stand against the endless tide.

Earth Primordial[edit]

The Earth Vanguard embodies the unyielding strength and unwavering resilience of the land itself. As an immovable force on the battlefield, they turn their own body into an indestructible bastion, striking with the weight of mountains while enduring blows that would shatter lesser warriors. Wielding the bedrock beneath their feet, they reshape the battlefield, ensuring that only they dictate the flow of battle.

Titan’s Fortitude (3rd Level)[edit]

At 3rd level, your body is permanently reinforced with the strength of the mountains, granting you the following benefits:

  • You gain resistance to bludgeoning, slashing, and piercing damage.
  • Your maximum hit points are doubled, and you gain an additional 10 hit points per level.
  • Your carrying capacity is doubled, and you gain a bonus to all Strength and Constitution checks equal to your SA bonus.
  • Your unarmed strikes deal 1d8 bludgeoning damage and ignore non-magical resistances.
  • You become immune to forced movement, knockdowns, and grapples unless you choose otherwise.

Planar Link – Pact of the Bedrock (3rd Level)[edit]

Due to your connection to the Elemental Plane of Earth, your creature type counts as Elemental in addition to your previous type.

  • You roll death saving throws at disadvantage.
  • If you die, your soul is absorbed by the Plane of Earth, making you unable to be revived by any means except a 7th-level spell or higher.

Seismic Stance – Firmness of the Rock Bastion (6th Level)[edit]

At 6th level, you learn to assume an unyielding stance, turning your body into an impenetrable fortress.

  • Entering Stance: As a bonus action, you may enter the Firmness of the Rock Bastion for 1 minute. You may do this a number of times equal to your BA bonus per long rest. While in this stance:
  • You reduce all incoming damage by half.
  • You gain a bonus to attack rolls, damage rolls, and saving throws equal to your BA bonus.
  • You become immune to being knocked prone, grappled, stunned, or restrained.
  • You gain 60 feet of tremorsense as long as you are touching the ground.
  • Your movement cannot be reduced by any means.

Geokinetic Mastery – Sculptor of Stone (9th Level)[edit]

At 9th level, you attain full control over the earth, allowing you to mold it as you see fit.

  • As a free action once per turn, you may manipulate, reshape, or compact any non-magical stone, dirt, or metal within 90 feet of you.
  • You may turn the earth into quicksand or solid stone at will.
  • You can create structures of rock or manipulate terrain in combat, granting yourself and allies cover.
  • You become immune to all effects that would reduce your movement speed.
  • Your attacks ignore resistances and immunities to bludgeoning damage.

Unbreakable Bastion (10th Level)[edit]

At 10th level, your body becomes as indomitable as the mountains themselves.

  • Third Attack: You may now attack three times per Attack action.
  • Unshakable Presence: Any enemy within 20 feet of you has disadvantage on all attack rolls against anyone except you.
  • Geoforce Pulse: When you take damage, you may spend 3 EEP as a reaction to release a shockwave that forces all creatures within 30 feet to make a Strength saving throw or be knocked prone and take bludgeoning damage equal to your SA bonus times 4.

Elemental Expansion – Crescent Terrafusion (15th Level)[edit]

At 15th level, your connection to the land becomes absolute, allowing you to shape entire battlefields.

  • As an action, you may spend 10 EEP to activate your Elemental Expansion: Crescent Terrafusion.
  • This expansion gradually intensifies over six phases, expanding up to 1 mile in radius.
  • You create an environment of unbreakable stone, unmovable mountains, and crushing gravity.
  • While active, all enemies within the zone have their movement speed reduced to 10 feet and take automatic bludgeoning damage each turn.
  • You and allies within the zone gain temporary hit points at the start of each turn equal to your SA bonus times 5.

Final Awakening – Avatar of the Bedrock (20th Level)[edit]

At 20th level, you become a living embodiment of the mountains, transcending mortality.

  • Your Elemental Expansion remains permanently active in a location of your choosing.
  • You may use two techniques per turn without consuming an action.
  • You absorb all bludgeoning, slashing, and piercing damage instead of taking damage from it.
  • You gain access to the Ultimate Technique of Earth: Geomatic Flood.

Ultimate Technique – Geomatic Flood (20th Level)[edit]

Your final technique unleashes a cataclysmic barrage of stone and metal, consuming everything in its path.

  • As an action, you may spend 8 EEP to summon a storm of colossal boulders.
  • You generate a number of gigantic stones equal to the number of attacks you can make in an Attack action.
  • Each meteor-sized boulder crashes down within a 240-foot range.
  • Any creature within a 60-foot area of impact must make a Dexterity saving throw or take 20d6 + 2 attacks from your Eldritch Blade Focus of bludgeoning damage.
  • A creature that fails the saving throw by 5 or more is crushed instantly, reducing their hit points to 0.
  • The terrain in the impact zone becomes difficult terrain for the next hour.

Wind Primordial[edit]

The Wind Vanguard is an untouchable force of nature, a being of unrelenting speed and endless motion. Masters of the storm, they glide through the battlefield, cutting through foes with invisible blades of wind while remaining forever out of reach. Theirs is the domain of the sky—no chain, no force, no obstacle can hope to contain them.

Skyborn Agility (3rd Level)[edit]

At 3rd level, the wind embraces you, lifting your body beyond mortal limits.

  • You gain a flying speed equal to your movement speed.
  • You no longer take fall damage.
  • You gain advantage on Dexterity, Strength, and Wisdom saving throws whenever you are in an open environment with air.
  • You can use Dexterity instead of Strength for attack and damage rolls with unarmed strikes.
  • Your movement does not provoke opportunity attacks.

Planar Link – Pact of the Eternal Winds (3rd Level)[edit]

Due to your connection to the Elemental Plane of Air, your creature type counts as Elemental in addition to your previous type.

  • You roll death saving throws at disadvantage.
  • If you die, your soul is absorbed by the Plane of Air, making you unable to be revived by any means except a 7th-level spell or higher.

Aerodynamic Mastery – Grace of Serene Flight (6th Level)[edit]

At 6th level, you learn to move with the perfect harmony of the wind, weaving through attacks with effortless speed.

  • Entering Stance: As a bonus action, you may enter the Grace of Serene Flight stance for 1 minute. You may do this a number of times equal to your BA bonus per long rest. While in this stance:
  • Your movement speed increases by 4 times your BA bonus.
  • Your attacks with your Eldritch Blade gain advantage and their range increases by 60 feet.
  • Your movement cannot be reduced by any means, including magical effects.
  • Your attacks create blade-like gusts of wind, allowing you to hit enemies up to 30 feet away with melee attacks.

Skyborne Supremacy – Master of the Tempest (9th Level)[edit]

At 9th level, your command of the wind becomes absolute, granting you full control over aerial combat.

  • You may manipulate wind freely, altering its speed, direction, and pressure as a free action.
  • You can create gale-force winds to push, lift, or knock back enemies within 90 feet of you.
  • Your attacks ignore resistance to slashing damage, cutting through even the toughest defenses.
  • If an enemy attempts to fly near you, you may use a reaction to disrupt their movement, forcing them to make a Strength saving throw or be knocked prone in mid-air.

Stormborn Tempest (10th Level)[edit]

At 10th level, you become an unstoppable whirlwind of death, striking down foes before they can react.

  • Third Attack: You may now attack three times per Attack action.
  • Wind Step: As a bonus action, you may teleport up to 60 feet to an unoccupied space you can see.
  • Cyclone Barrage: Once per turn, if you hit an enemy with an attack, you may spend 3 EEP to create a burst of cutting wind around them, forcing all creatures within 10 feet to make a Dexterity saving throw or take slashing damage equal to your Eldritch Blade Focus.

Elemental Expansion – Inverted Tempest Sky (15th Level)[edit]

At 15th level, you unravel the natural order of the heavens, creating a battlefield where the very air turns against your enemies.

  • As an action, you may spend 10 EEP to activate your Elemental Expansion: Inverted Tempest Sky.
  • This expansion gradually intensifies over six phases, expanding up to 1 mile in radius.
  • Gravity shifts unpredictably, pulling and pushing enemies at random.
  • Violent storm gales cut through the battlefield, forcing creatures to make Dexterity saves every turn or take automatic slashing damage.
  • You become immune to ranged attacks as they are blown off course.

Final Awakening – Avatar of the Storm (20th Level)[edit]

At 20th level, you become a living embodiment of the skies, transcending mortality.

  • Your Elemental Expansion remains permanently active in a location of your choosing.
  • You may use two techniques per turn without consuming an action.
  • You absorb all slashing damage, turning it into healing energy instead of taking damage.
  • You gain access to the Ultimate Technique of Wind: Heavenly Whirlwind Trilogy.

Ultimate Technique – Heavenly Whirlwind Trilogy (20th Level)[edit]

Your final technique unleashes a cataclysmic surge of three massive whirlwinds, consuming everything in their path.

  • As an action, you may spend 12 EEP to summon three titanic tornadoes, each covering a 200-foot diameter.
  • You may move each whirlwind up to 60 feet per turn, directing them toward enemies.
  • Each turn, enemies within a whirlwind must make a Dexterity saving throw or take 15d10 slashing damage.
  • If an enemy is thrown more than 300 feet into the air, they must make a Constitution saving throw or instantly die from the force of the wind shredding their body.
  • If two whirlwinds collide, enemies caught in between must make a Strength saving throw (DC 28 + SA bonus) or be dismembered instantly, resulting in instant death for creatures of Medium size or smaller.
  • Once per activation, you may merge all three whirlwinds into a Final Vortex, dealing 40d10 slashing damage in a 400-foot radius and flinging creatures 1000 feet away.

Storm Primordial[edit]

The Storm Vanguard is a living tempest, an untamed force of nature that strikes with the fury of lightning. Their movements are a blur, their attacks relentless, and their power electrifies the battlefield. They harness the raw energy of storms, channeling it through their bodies to devastate their foes with blinding speed and overwhelming force.

Surging Current (3rd Level)[edit]

At 3rd level, your body becomes a conductor for pure electricity, enhancing your speed and reflexes beyond mortal limits.

  • You gain resistance to lightning damage.
  • Your movement speed is doubled.
  • Your critical hit threshold is reduced by 1 (critical hit on a 19 or 20).
  • This effect repeats at levels 7, 12, and 17, further reducing your critical threshold.
  • If you deal lightning damage to an enemy, they cannot use reactions until the end of their next turn.

Planar Link – Pact of the Thunderous Sky (3rd Level)[edit]

Due to your connection to the Elemental Plane of Lightning, your creature type counts as Elemental in addition to your previous type.

  • You roll death saving throws at disadvantage.
  • If you die, your soul is absorbed by the Plane of Lightning, making you unable to be revived by any means except a 7th-level spell or higher.

Fulminant Resonance – The Speed of Storms (6th Level)[edit]

At 6th level, your body moves in sync with the storm, granting you absolute control over speed and power.

  • Entering Stance: As a bonus action, you may enter the Fulminant Resonance stance for 1 minute. You may do this a number of times equal to your BA bonus per long rest. While in this stance:
  • You gain an extra turn each round.
  • Your attacks hit with unstoppable precision. If you roll below a 10 on an attack roll, treat it as a 10.
  • Your movement speed is tripled.
  • Enemies with metal objects suffer disadvantage on all rolls for one turn after you hit them with an attack.

Thunder God's Wrath (9th Level)[edit]

At 9th level, your control over electricity transcends mere attacks—you now wield lightning as an extension of your will.

  • You may manipulate electricity freely, generating and redirecting lightning as a free action.
  • When an enemy attacks you with a melee weapon, you may use your reaction to discharge electricity, forcing them to make a Constitution saving throw or take 4d12 lightning damage and become paralyzed for 1 turn.
  • You may levitate in the air by riding electrical currents.
  • If you move at least 30 feet in a turn, you become incorporeal, preventing opportunity attacks against you.

Stormborn Fury (10th Level)[edit]

At 10th level, your presence alone becomes a walking storm, striking down foes before they can react.

  • Third Attack: You may now attack three times per Attack action.
  • Lightning Step: As a bonus action, you may teleport up to 120 feet in a flash of electricity.
  • Thunder Strike: Once per turn, if you hit an enemy with an attack, you may spend 3 EEP to create an electric shockwave around them, forcing all creatures within 10 feet to make a Constitution saving throw or take lightning damage equal to your Eldritch Blade Focus and be stunned for 1 turn.

Elemental Expansion – Extended Glare (15th Level)[edit]

At 15th level, you summon a storm so powerful it warps reality itself, turning the battlefield into a death zone of lightning and raw energy.

  • As an action, you may spend 10 EEP to activate your Elemental Expansion: Extended Glare.
  • This expansion gradually intensifies over six phases, expanding up to 1 mile in radius.
  • Every enemy in the area is struck by lightning every turn, forcing them to make a Dexterity save or take 8d12 lightning damage.
  • All creatures with metal armor or weapons automatically fail this save and take double damage.
  • You may call down ten lightning bolts per turn, each targeting a creature or area within the expansion.

Final Awakening – Lord of the Primordial Storm (20th Level)[edit]

At 20th level, you become the embodiment of the storm, a being of pure speed and power.

  • Your Elemental Expansion remains permanently active in a location of your choosing.
  • You may use two techniques per turn without consuming an action.
  • You absorb all lightning damage, turning it into healing energy instead of taking damage.
  • You gain access to the Ultimate Technique of Electricity: Wrath of the Thunder Emperor.

Ultimate Technique – Wrath of the Thunder Emperor (20th Level)[edit]

Your final technique unleashes the full fury of the storm, summoning apocalyptic lightning that reshapes the battlefield.

  • As an action, you may spend 12 EEP to call down a colossal lightning storm, covering a 500-foot radius.
  • All creatures in the area must make a Dexterity saving throw or take 30d12 lightning damage.
  • If a creature is wearing metal armor, they take quadruple damage instead.
  • Enemies who fail their save by 5 or more are disintegrated into pure energy.
  • You may direct up to ten individual lightning strikes per turn, each dealing 10d12 lightning damage.

Radiant Primordial[edit]

The Radiant Vanguard is a warrior of pure light, moving faster than the eye can follow and striking with celestial brilliance. They bend light to their will, blinding foes and illuminating the battlefield with divine intensity. Each of their attacks is a beacon of destruction, disintegrating darkness and searing through the unworthy with the pure essence of illumination.

Solar Conduit (3rd Level)[edit]

At 3rd level, your body becomes a vessel for radiant energy, allowing you to channel its power into every action.

  • You gain resistance to radiant damage.
  • You gain 30 feet of blindsight.
  • You are immune to the blinded condition.
  • Your movement speed increases by 10 feet, and you gain an additional +10 feet at levels 7, 12, and 17.
  • When you hit a creature with an attack, they must succeed on a Constitution saving throw or be blinded until the start of your next turn.

Planar Link – Pact of the Eternal Dawn (3rd Level)[edit]

Your bond with the Elemental Plane of Light grants you a divine presence.

  • Your creature type counts as Elemental in addition to your previous type.
  • You roll death saving throws at disadvantage.
  • If you die, your soul is absorbed by the Plane of Light, making you unable to be revived by any means except a 7th-level spell or higher.

Brilliant Stance – Dance of the Luminous Blade (6th Level)[edit]

At 6th level, you become one with the light, entering a state of pure motion.

  • Entering Stance: As a bonus action, you may enter the Brilliant Stance for 1 minute. You may do this a number of times equal to your BA bonus per long rest. While in this stance:
  • You gain an extra turn each round.
  • You leave behind afterimages of light, making all attacks against you suffer disadvantage.
  • All creatures within 10 feet of you take radiant damage equal to your SA bonus at the start of your turn.
  • Your movement speed is tripled.

Luminous Wrath (9th Level)[edit]

At 9th level, your control over light expands beyond mere attacks—you now command divine brilliance itself.

  • Your attacks emit blinding flashes, forcing creatures within 10 feet of the target to make a Constitution saving throw or be blinded for 1 turn.
  • Your movement speed increases by another 10 feet, and opportunity attacks automatically miss you.
  • When you take damage, you may use your reaction to burst into pure light, teleporting up to 60 feet and forcing all enemies within 20 feet of your original position to make a Dexterity saving throw or take 6d12 radiant damage.

Radiant Dominion (10th Level)[edit]

At 10th level, you become a true avatar of light, moving with impossible speed and striking with celestial force.

  • Third Attack: You may now attack three times per Attack action.
  • Flash Step: As a bonus action, you may teleport up to 150 feet in a beam of light.
  • Brilliant Flare: Once per turn, if you hit an enemy with an attack, you may spend 3 EEP to create a luminous explosion, forcing all creatures within 10 feet to make a Dexterity saving throw or take radiant damage equal to your Eldritch Blade Focus and be stunned for 1 turn.

Elemental Expansion – Realm of Eternal Light (15th Level)[edit]

At 15th level, you summon an expansion of divine radiance, enveloping the battlefield in an endless dawn.

  • As an action, you may spend 10 EEP to activate your Elemental Expansion: Realm of Eternal Light.
  • This expansion gradually intensifies over six phases, expanding up to 1 mile in radius.
  • Darkness is completely eradicated within the area.
  • All creatures in the area must make a Constitution saving throw at the start of their turn or take 8d12 radiant damage and be blinded for 1 minute.
  • Your movement speed is quadrupled within the expansion, and you may teleport freely as a bonus action.

Final Awakening – Avatar of the Radiant Sun (20th Level)[edit]

At 20th level, you transcend mortality, becoming an embodiment of the celestial sun.

  • Your Elemental Expansion remains permanently active in a location of your choosing.
  • You may use two techniques per turn without consuming an action.
  • You absorb all radiant damage, turning it into healing energy instead of taking damage.
  • You gain access to the Ultimate Technique of Light: Solar Annihilation.

Ultimate Technique – Solar Annihilation (20th Level)[edit]

Your final technique is an apocalyptic burst of celestial energy, incinerating everything in a cataclysmic flash.

  • As an action, you may spend 12 EEP to unleash a sphere of pure light covering a 1,000-foot radius.
  • All creatures in the area must make a Dexterity saving throw or take 40d12 radiant damage.
  • Creatures in total darkness automatically fail their save and take double damage.
  • Enemies who fail their save by 5 or more are reduced to pure energy, permanently removed from existence.
  • You may focus the energy into a beam instead, creating a 500-foot-long, 60-foot-wide beam that ignores all resistances and immunities.

Umbral Vanguard[edit]

The Umbral Vanguard is a warrior of pure darkness, an embodiment of the void that thrives in the absence of light. They become one with the shadows, moving unseen and striking with inescapable precision. Their presence erodes the will of their enemies, draining the very essence of those who dare oppose them.

Veil of Shadows (3rd Level)[edit]

At 3rd level, you merge with the darkness, making it your ally.

  • You gain resistance to necrotic and poison damage.
  • You gain 60 feet of darkvision. If you already have darkvision, its range is doubled.
  • You become immune to the poisoned condition.
  • While in dim light or darkness, you may use the Hide action as a bonus action, even if you're being watched.
  • When you hit a creature with an attack from the shadows, they must succeed on a Wisdom saving throw or be frightened for 1 turn.

Planar Link – Pact of the Endless Night (3rd Level)[edit]

Your bond with the Elemental Plane of Darkness reshapes your very existence.

  • Your creature type counts as Elemental in addition to your previous type.
  • You roll death saving throws at disadvantage.
  • If you die, your soul is absorbed by the Plane of Darkness, making you unable to be revived by any means except a 7th-level spell or higher.

Umbral Stance – Dancer of the Black Mist (6th Level)[edit]

At 6th level, you become one with the darkness, moving like a living shadow.

  • Entering Stance: As a bonus action, you may enter the Umbral Stance for 1 minute. You may do this a number of times equal to your BA bonus per long rest. While in this stance:
  • You become invisible in dim light or darkness.
  • Your movement speed is tripled.
  • Your melee attacks deal additional 2d10 necrotic damage.
  • Any creature that starts its turn within 10 feet of you takes necrotic damage equal to your SA bonus.

Hollow Reaping (9th Level)[edit]

At 9th level, your control over darkness manifests as a draining force that devours the vitality of others.

  • Your attacks sap the life force of your enemies. Whenever you hit a creature, you may use a reaction to heal yourself for half the damage dealt.
  • Your presence instills fear. Whenever you hit an enemy in dim light or darkness, they must make a Wisdom saving throw or be paralyzed for 1 turn.
  • If you take damage, you may use your reaction to disperse into mist, teleporting up to 60 feet in any direction into a shadowed area.

Abyssal Dominion (10th Level)[edit]

At 10th level, you become the embodiment of absolute darkness.

  • Third Attack: You may now attack three times per Attack action.
  • Shadow Step: As a bonus action, you may teleport up to 150 feet from one shadow to another.
  • Blackened Grip: Once per turn, if you hit an enemy with an attack, you may spend 3 EEP to engulf them in darkness, forcing them to make a Strength saving throw or be restrained for 1 minute. They may repeat the saving throw at the end of their turns.

Elemental Expansion – Cloak of the Eternal Void (15th Level)[edit]

At 15th level, you create an expansion of pure darkness, consuming the battlefield in an abyssal void.

  • As an action, you may spend 10 EEP to activate your Elemental Expansion: Cloak of the Eternal Void.
  • This expansion gradually intensifies over six phases, expanding up to 1 mile in radius.
  • All sources of light in the area are snuffed out, creating complete magical darkness.
  • All creatures in the area must make a Wisdom saving throw at the start of their turn or take 8d12 necrotic damage and suffer the frightened condition for 1 minute.
  • Your movement speed is quadrupled within the expansion, and you may teleport freely as a bonus action.

Final Awakening – Avatar of the Eternal Abyss (20th Level)[edit]

At 20th level, you ascend beyond mortality, becoming the true shadow that devours the light.

  • Your Elemental Expansion remains permanently active in a location of your choosing.
  • You may use two techniques per turn without consuming an action.
  • You absorb all necrotic damage, turning it into healing energy instead of taking damage.
  • You gain access to the Ultimate Technique of Darkness: Oblivion's Embrace.

Ultimate Technique – Oblivion's Embrace (20th Level)[edit]

Your final technique is an apocalyptic wave of absolute darkness, swallowing everything in an inescapable abyss.

  • As an action, you may spend 12 EEP to unleash a sphere of absolute darkness covering a 1,000-foot radius.
  • All creatures in the area must make a Constitution saving throw or take 40d12 necrotic damage.
  • If a creature fails their save by 5 or more, they are completely erased from existence, their soul consumed by the void.
  • Enemies caught in magical darkness automatically fail their save.
  • You may focus the energy into tendrils of shadow, creating 10 shadowy lances that impale enemies within a 500-foot radius, dealing double damage and preventing them from being healed for 1 minute.

Elemental Techniques[edit]

Water Element[edit]

Water Wall: Spending 1 EEP as a reaction summons a 20-foot-long, 10-foot-high wall of solid water to block enemy attacks. The wall stops projectile and area attacks (such as Fireball). Melee attackers must make a Strength saving throw. On a failure, they are pushed 15 feet back and knocked prone. On a success, they only miss their attack.

Healing Channeling: Using water as a conduit, the user channels healing energy through allies. As an additional action and by spending 1 EEP, you can choose up to 5 allied creatures. They regain 2d8 + your SA bonus hit points and remove 1 status effect. You can spend additional EEP to increase healing by 1d8 + your SA bonus per additional point.

Trapping Vortex: As an action and by spending 1 EEP, generate a 40-foot vortex that hinders mobility, reducing enemy speed by half. Each enemy must make a Constitution saving throw or be knocked prone and dragged to the center. All creatures within take 4d10 bludgeoning damage + 2 times your SA bonus, become restrained and immobilized, and begin drowning. The vortex lasts 1 minute, and creatures can attempt a saving throw at the start of each turn. If at the center, they roll with disadvantage. Spend 1 extra EEP to increase the area by 10 feet and add 1d10 + your SA bonus damage per EEP spent.

Hydro Needles (Lvl 7): Turns water into sharp needles and shoots them at enemies. As an action and spending 2 EEP, in a 60-foot cone, all enemies must make a Dexterity saving throw or take 4d6 + 2 times your SA bonus slashing damage. Damage increases by 2d6 + your SA bonus per additional EEP spent.

Healing Surge (Lvl 7): For 2 EEP, create a wave of healing water that revitalizes allies. Restores 4d8 + 2 times your SA bonus HP to all allies within 30 feet for 1 minute. This area also deals the same amount in cold damage to enemies. You can increase healing and damage by 2d8 per extra EEP spent.

Liquidation (Lvl 7): Spending 2 EEP, you transform completely into water for 1 minute. While in this state, you are immune to all non-magical attacks and resistant to all magical attacks. In a body of water, you become undetectable and can pass through gaps at least 1 inch wide. After 1 minute, you may spend 1 more EEP to maintain this form.

Hydro Shot (Lvl 13): Concentrating water into a drop-sized sphere, you create an ultra-fast shot that pierces even magical defenses. As an action and by spending 3 EEP, choose a 5-foot-wide, 120-foot-long line. All creatures must make a Dexterity saving throw or receive 5 attacks using your elemental damage die + 3 times your SA bonus force damage. The shot pierces all surfaces, including magical barriers. A creature cannot react to dodge unless their passive perception equals your save DC. You may increase damage by 1 elemental damage die + SA bonus per extra EEP spent.

Mirage (Lvl 13): As an additional action or reaction, spend 3 EEP to create a perfect water mirage of yourself. The mirage can mimic all your actions. When reduced to 0 HP, it disappears, and your next attack gains a bonus equal to its lost HP. You can spend 2 EEP to create 1 additional mirage per 2 points spent.

Ice Mirror (Lvl 13): As a reaction to a spell attack or ranged attack, spend 2 EEP to create a mirror of pure ice. The mirror deflects and reflects the spell or attack back to its original caster. The mirror lasts 1 minute, and you can use this reaction again without spending additional EEP while it remains active.

Grand Tsunami (Lvl 17): As an action and by spending 4 EEP, summon a 40-foot-high, 80-foot-long destructive wave in a 200-foot line. All creatures in its path must make a Strength saving throw or be swept away and take 26d10 + 10 attacks using your elemental damage die + 10 times your SA bonus bludgeoning damage. Structures take triple damage. If the wave hits an unyielding structure, all creatures take double damage. Spend additional EEP to add 4d10 + 2 elemental damage die + 2 times your SA bonus bludgeoning damage for every 2 EEP spent.

Shell of Pure Ice (Lvl 17): As a reaction and by spending 4 EEP, generate an impenetrable ice shell that renders you immune to all damage and status effects. You remain frozen for 1 turn, recovering half your HP, and then instantly unfreeze without status effects. You can use this on an allied target within 60 feet.

March of the Furious River (Lvl 17): As an action and by spending 4 EEP, create an intense current of water that follows your movement and unleashes the wrath of a relentless river. While active, your movement speed doubles, and each turn you are forced to make an Attack action with your elemental attacks, moving as part of each attack. For every 10 feet moved, you gain 1 additional attack and +1 to attack and damage rolls. This lasts 1 minute and stops when you cease movement or do not attack.

Elemental Expansion: Reverberation of the Emperor of the Seas (Water)[edit]

By spending 15 EEP, as an action, you expand the Elemental Plane of Water, progressively transforming the battlefield. Your water-based techniques gain unlimited range within the expansion, and enemies suffer the full force of an unstoppable aquatic domain.

  • Phase 1 - Initial Drop:
  • The air becomes humid, and the ground starts flooding, creating a 40-meter-diameter zone of difficult terrain for enemies.
  • Vision is obscured by mist, making enemies have disadvantage on ranged attacks.
  • You gain temporary HP equal to 4 times your SA bonus at the start of each turn.
  • Phase 2 - Meandering Creek:
  • The domain expands to 200 meters, flooding the battlefield with active currents.
  • Medium and smaller creatures are now submerged, requiring Constitution saving throws each turn to avoid drowning.
  • Your techniques now cost half the normal EEP, and abilities that cost 1 EEP are now free.
  • Phase 3 - Tranquil Reservoir:
  • The zone expands to 400 meters, forming deep, flowing waters.
  • Allies ignore the water’s effects, gain swim speed equal to their movement speed, and do not need to breathe underwater.
  • At the start of your turn, allies recover 1/4 of their max HP and remove any status effects.
  • Enemies drown 4 times faster and must make Strength saves or be dragged into the water’s currents, restrained, and stunned.
  • Phase 4 - Serene Waves:
  • The zone expands to 800 meters, turning into an endless ocean where you reign supreme.
  • All Huge and smaller creatures are completely submerged.
  • You and your allies gain:
  • Advantage on all saving throws and attacks.
  • +SA bonus to all rolls.
  • Enemies suffer:
  • Disadvantage on all saving throws, attack rolls, and ability checks.
  • A penalty equal to your SA bonus on all their rolls.
  • You gain 1 extra action per turn.
  • Phase 5 - Powerful Swirl:
  • The domain now reaches 3,200 meters with powerful whirlpools.
  • All creatures within 1,000 feet of the center must make a Strength save or be dragged towards it, taking 40d12 + 10 times your SA bonus cold damage.
  • You can now use 1 technique per turn at no EEP cost.
  • You regenerate half your HP each turn.
  • You gain omniscient vision within the expansion and an additional reaction per turn.
  • Phase 6 - Sovereign Flood:
  • The final expansion spans 1 mile, flooding the battlefield entirely with a deep ocean.
  • The water rises 500 feet, creating a fully submerged battlefield.
  • Enemies automatically fail all saving throws against your abilities and, if they use Legendary Resistance, they can only roll with disadvantage.
  • All allies recover 3/4 of their max HP each turn and gain +2× SA bonus to all rolls.
  • You gain an additional bonus action per turn.

This expansion lasts up to a week unless dismissed by you.


Definitive Technique - The 4 Guardians of the Emperor: As an action and by spending 15 EEP, summon four spectral water dragons imbued with your elemental power. Each dragon has HP equal to 3 times yours, mirrors your stats with a bonus of 2 times your SA bonus, and can make the same number of attacks as you per turn. Each of their strikes deals 3 times your elemental damage die + 3 times your SA bonus. Additionally, you may use Hydro Shot as a bonus action without expending EEP, doubling its range and damage.

Fire Element[edit]

Ember Charge System:

  • Each of your attacks applies 1 Ember Charge to the target.
  • Targets with Ember Charges take additional fire damage equal to your elemental damage die + SA bonus per charge.
  • A target can accumulate a maximum number of Ember Charges equal to three times your BA bonus.
  • Some techniques consume Ember Charges to trigger powerful effects.

Igneous Improvement: Spending 1 EEP as an action, you engulf your arms in flames, enhancing your attacks for 1 minute. While active:

  • Your attacks deal an additional 4d10 fire damage.
  • Enemies that attack you in melee provoke an opportunity attack (without requiring your reaction).
  • Your attacks apply double Ember Charges.
  • You gain a bonus to attack rolls equal to the number of Ember Charges on your target.
  • Spend additional 1 EEP to add 1d10 damage and an extra reaction attack per EEP spent.

Fire Barrier: Spending 1 EEP as an additional action, you create a fiery shield around yourself for 1 minute. While active:

  • Your AC increases by half your SA bonus.
  • Each melee attack against you applies 1 Ember Charge to the attacker.
  • Attacking creatures take fire damage equal to twice their Ember Charges.
  • You convert ¼ of received damage into fire damage, reducing it if you have fire resistance or immunity.
  • Spend an additional 3 EEP to:
  • Convert ½ of all incoming damage into fire damage.
  • Increase your AC by your full SA bonus.
  • Triple the retaliatory fire damage to melee attackers.

Flaming Adaptation: Spending 1 EEP as part of an attack action, when you hit a target:

  • You gain temporary HP equal to the damage dealt.
  • Spend an additional 1 EEP to make all attacks against you reflect fire damage equal to HP lost from this ability.

Flaming Retaliation (Lvl 7): Spending 2 EEP as a reaction to an attack within 30 feet, you intercept the attack with a burst of flames. The attacker must make a Constitution saving throw or:

  • Take 8d10 + twice your BA bonus fire damage.
  • Be pushed back 10 feet.
  • Have their attack completely negated.
  • A successful save negates only the damage and push.
  • Spend an additional 2 EEP to deflect the attack back at the attacker. If it’s a spell, make an attack roll using your SA bonus vs. the caster’s DC. On success, the spell is reflected.

Infernal Surge (Lvl 7): Spending 2 EEP as an action, intensify the heat of your flames, making all your attacks devastating for 1 minute. While active:

  • All fire damage you deal is doubled.
  • Each attack gains an additional 6d10 fire damage.
  • Attacks have advantage.
  • Your critical threshold is reduced by 1.
  • Your attack range increases by 60 feet through waves of heat.

Ignition (Lvl 7): Spending 2 EEP as an action, you become living fire for 1 minute. While in this form:

  • You are immune to physical damage and resistant to all magical damage.
  • You can move through any fire source (minimum 60 feet apart), appearing as flames.
  • While inside any fire or lava, you are undetectable.
  • Melee attackers take 4d12 + twice your SA bonus fire damage and gain 1 Ember Charge.

Implosion (Lvl 13): Spending 3 EEP as an action, all creatures with Ember Charges within 120 feet must make a Constitution saving throw. On a failure:

  • Take 5d12 + your SA bonus fire damage per Ember Charge.
  • All creatures within 30 feet of them must make the same saving throw or take identical damage.
  • A successful save halves the damage.
  • Spend additional EEP to add 2d12 extra fire damage per EEP spent.

Infernal Pillars (Lvl 13): Spending 3 EEP as an action, summon 6 fire pillars, each 100 feet tall and 15 feet wide. All creatures inside must make a Dexterity saving throw:

  • Failure: 14d10 + 2 times your SA bonus fire damage and gain 4 Ember Charges.
  • Success: Half damage and gain 2 Ember Charges.
  • Ignores effects that prevent damage on a successful save.
  • Targets with max Ember Charges take maximum damage.
  • Spend 1 additional EEP to summon 1 extra pillar per EEP spent.

Igneous Transmutation (Lvl 13): Spending 3 EEP as an action, you enhance your flames, turning them a deep red or even blue. While active:

  • Your fire-based attacks and spells deal an additional 2d10 damage + your SA bonus.
  • Choose an additional effect:
  • Magma – Your fire attacks become molten lava, restraining enemies. On a hit, the target must make a Strength saving throw or be restrained for 1 minute. While restrained, they take 5d6 fire damage per turn.
  • Toxic Fumes – Your flames release volcanic gases. The gas expands 10 feet from the impact zone. Affected creatures must make a Constitution saving throw or be poisoned for 1 minute and take 3d6 fire damage. Additionally, they suffer a penalty to Strength, Dexterity, and Constitution saving throws equal to half your SA bonus.

Will of Fire (Lvl 17): Spending 5 EEP, if you are reduced to 0 HP or killed, your body turns to ash and you resurrect on your next turn under the effects of the Resurrection spell. Additionally:

  • When you revive, all enemies within 30 feet must make a Constitution saving throw or:
  • Take 15d12 + 5 times your SA bonus fire damage.
  • Gain 4 Ember Charges.
  • Creatures with max Ember Charges automatically fail this save.
  • You can use this technique as a reaction on an allied creature within 60 feet.

Fire Dragon (Lvl 17): Spending 5 EEP as an action, create a 20-foot-wide, 60-foot-long dragon of fire that moves at 1000 feet per turn. While active:

  • You and allies inside the dragon take no damage from fire or its effects.
  • When the dragon impacts an area, all creatures within 200 feet must make a Dexterity saving throw or:
  • Take 60d12 fire damage + 10 Ember Charges.
  • Targets within 100 feet of impact take double damage.
  • Max Ember Charged targets make the save with disadvantage and take max damage.
  • A successful save takes half damage.
  • This technique ignores and destroys all barriers, including Prismatic Wall and Force Wall. The dragon lasts 1 hour or until you command it to stop.

Elemental Expansion: Crucible of the First Flame (Fire)[edit]

By spending 15 EEP, as an action, you summon the Primordial Flame, consuming everything in a burning apocalypse. This expansion scorches the battlefield, granting absolute power over fire while reducing enemies to ash.

  • Phase 1 - Initial Spark:
  • The ground superheats, igniting 80 cubic meters of terrain in flames.
  • Any creature inside the area takes 4d10 fire damage at the start of its turn.
  • All creatures attacked by you gain an Ember charge.
  • Phase 2 - Rising Ember:
  • The area grows to 400 feet, intensifying the heat and summoning dense smoke clouds.
  • Enemies suffer disadvantage on all ranged attacks and saving throws due to visibility loss.
  • Your techniques deal +1d12 extra fire damage for each Ember charge on the target.
  • Phase 3 - Devastating Fire:
  • The land ignites into an inferno, expanding the zone to 800 feet.
  • Ember charge accumulation is increased by 1 per attack.
  • Enemies suffocate due to toxic smoke, failing Constitution saves or taking 5d12 fire damage per turn.
  • All enemies suffer a penalty to their AC, attack rolls, and saves equal to their Ember charges.
  • Phase 4 - Hellish Storms:
  • The expansion extends to 1,600 feet, and the sky ignites with fire tornadoes.
  • You summon 6 fire tornadoes (40 feet wide, 240 feet high).
  • Enemies must make a Dexterity save or take 10d8 + 1d8 per Ember charge and be thrown into the tornadoes.
  • You decide where tornadoes travel, moving up to 60 feet per turn.
  • Phase 5 - Crucible Spark:
  • The expansion reaches 3,200 feet, and the flames burn even magic itself.
  • You generate 2 additional fire tornadoes and increase their damage by 5d8.
  • Creatures with max Ember charges take maximum damage from all your attacks.
  • You gain 1 extra action per turn.
  • Phase 6 - Lifting of the Crucible:
  • The expansion reaches 1 mile, and the battlefield turns into a burning wasteland.
  • You can create anti-magic fields within the area at will.
  • All creatures inside with max Ember charges automatically fail all saves and take double damage.
  • You gain an extra bonus action per turn.

This expansion remains for up to a week unless dismissed.

Ultimate Technique - Vengeful Flames: Spending 10 EEP, if you are killed or reduced to 0 HP, you unleash a final cataclysmic inferno.

  • Affected creatures take damage equal to 10d10 per Ember Charge, plus all damage you received during combat, tripled.
  • Targets reduced to 0 HP are incinerated beyond resurrection.

Wind Element[edit]

Siphon Charge System:

  • Each of your attacks grants 1 Siphon Charge.
  • For every Siphon Charge you have:
  • Your movement speed increases by 10 feet.
  • Your wind techniques gain +10 feet to their range.
  • You gain +1 to AC, Dexterity, and Strength saving throws (while not at 0 speed, restrained, or incapacitated).
  • Maximum Siphon Charges = SA Bonus.
  • Every 1 minute, you lose 1 Siphon Charge unless you gain more.

Invisible Cuts: Spending 1 EEP as an additional action, you make lethal wind slashes, launching them as invisible projectiles.

  • Make 2 ranged attacks within 60 feet.
  • If the target lacks blindsight, you have advantage and they cannot react to these attacks.
  • On a hit, the target takes 2d6 + your elemental damage die slashing damage.
  • You gain 1 Siphon Charge per attack hit.

Gale Barrier: Spending 1 EEP as an action, create a 60-foot-long, 20-foot-high, 3-foot-thick wind barrier with violent gusts.

  • When summoned, creatures within 30 feet must make a Strength saving throw.
  • Failure: Take 3d8 + your elemental damage die bludgeoning damage.
  • Success: Take half damage.
  • The barrier:
  • Stops fog, smoke, and gases.
  • Prevents flying creatures or objects from passing through.
  • Stops all non-magical projectiles.
  • Creatures in gaseous form cannot pass.
  • If you have 3+ Siphon Charges, spend an additional 1 EEP to stop small magical projectiles. Lasts 1 minute.

Illusory Mist: Spending 1 EEP as a bonus action, create a 150-foot illusionary terrain.

  • The illusion can disguise the battlefield, making open fields look like swamps, cliffs, or impassable terrain.
  • Enemies inside the mist have disadvantage on all saving throws, and you have advantage on attacks against them.
  • Spend 1 Siphon Charge to bend physics up to 20 feet within the illusion.

Storm-Cleaving Slash (Lvl 7): Spending 2 EEP as an action, unleash a devastating wind slash in a 10-foot-wide, 90-foot-long line.

  • Each target must make a Dexterity saving throw.
  • Failure: Take 10d6 + max attacks you could make that turn in slashing damage.
  • Success: Take half damage.
  • If the target lacks blindsight, they roll with disadvantage.
  • You can charge this attack for turns equal to your Siphon Charges.
  • For each turn you charge, the damage is doubled.
  • Gain 4 Siphon Charges.

Swallow Step (Lvl 7): Spending 2 EEP, you may take a movement action as a reaction.

  • Alternatively, spend 1 Siphon Charge to use this ability without consuming your reaction.

Windification (Lvl 7): Spending 2 EEP as an action, you become one with the wind for 10 minutes.

  • You become indistinguishable from normal wind and undetectable by conventional or magical means.
  • Gain resistance to non-magical damage and immunity to poisonous gases.

Wind Bombs (Lvl 13): Spending 3 EEP as an additional action, create condensed air spheres the size of a marble.

  • You generate 5 times your current Siphon Charges in wind bombs.
  • When activated, they explode within a 20-foot radius forcing creatures to make a Constitution saving throw.
  • Failure: Take 12d12 + BA bonus thunder damage and are pushed 15 feet.
  • If inhaled or ingested, the creature automatically fails and takes double damage, ignoring resistances or immunities.
  • Gain 1 Siphon Charge per enemy hit.

Empty Wind Shield (Lvl 13): Spending 3 EEP as a reaction when an attack targets you:

  • The attack automatically fails, regardless of the attack roll.
  • If a saving throw is required, you automatically succeed.
  • Spend 5+ Siphon Charges to allow an ally within 60 feet to pass a saving throw automatically.

Calm in the Storm (Lvl 13): Spending 3 EEP as an action, create a 90-foot radius, safe-zone from environmental effects.

  • This zone negates harmful battlefield hazards.
  • If no ground is present, the zone becomes a floating platform of wind.
  • Allies within the zone gain temporary HP equal to half the damage they inflict and are immune to status effects.
  • Lasts 1 minute. Spend 3 EEP to maintain without action cost.

Knowledge of the Wind (Lvl 17): Spending 4 EEP as a 1-minute ritual, gain knowledge of a 5-mile radius.

  • You learn:
  • All major individuals, leaders, spellcasters, and factions.
  • Any influence from other planes.
  • Locations of buildings, strongholds, magical sites.
  • Events from the last 100 years.

Storm Reversal (Lvl 17): Spending 3 EEP as a bonus action, convert Siphon Charges into EEP or vice versa.

  • EEP gained this way lasts 10 minutes before fading.
  • Damage abilities gain +4d10 thunder damage.
  • Ally-buffing abilities grant 5d8 temporary HP.

Elemental Expansion: Inverted Tempest Sky (Wind) By spending 15 EEP, as an action, you transport the battlefield into the Elemental Plane of Wind. This dimension distorts the very fabric of reality, generating colossal storms, fluctuating gravity, and chaotic whirlwinds that make combat nearly uncontrollable for enemies.

  • Phase 1 - Rising Breeze:
  • The air becomes unstable, and winds start swirling in a 400-foot radius, making it difficult for enemies to move.
  • All creatures must make a Strength saving throw or be pushed 10 feet in a random direction at the start of their turn.
  • Your movement speed is tripled, and you ignore difficult terrain.
  • Phase 2 - Lightning Storm:
  • The expansion grows to 800 feet, summoning electrically charged storms.
  • At the start of each of your turns, 10 bolts of lightning (150 feet high, 30 feet wide) strike random areas.
  • Enemies must make a Dexterity save or take 10d12 lightning damage and be stunned.
  • Metallic creatures take double damage and gain an additional Static Charge.
  • Phase 3 - Chaotic Gale:
  • The domain now spans 1,600 feet, creating violent gusts of wind that disrupt combat.
  • Creatures must make a Constitution saving throw each turn or suffer disadvantage on all attack rolls, ability checks, and saving throws.
  • Any creature pushed more than 100 feet in one turn takes 1d6 bludgeoning damage per 10 feet.
  • Phase 4 - Wind Meld:
  • The expansion extends to 3,200 feet, causing all wind to obey only your will.
  • You gain complete awareness of all creatures within the zone.
  • Enemies with 5+ Siphon Charges automatically fail all Dexterity saving throws.
  • Your attacks now deal double wind damage.
  • Phase 5 - Whirlwind of Annihilation:
  • The zone reaches 5,000 feet, becoming an unstoppable maelstrom.
  • A whirlwind (300 feet wide) forms in the center, pulling creatures towards it.
  • All creatures within 300 feet of the vortex must make a Dexterity save or be sucked in, taking 15d12 slashing damage and being thrown 1,000 feet in a random direction.
  • Phase 6 - Ruler of the Storm:
  • The domain expands to 1 mile, and reality itself bends to your will.
  • All enemies inside fail saving throws automatically.
  • All your attacks always hit, and all enemies suffer double movement penalties.
  • You regenerate EEP at the start of every turn, and your movement becomes **instantaneous**.

This expansion lasts **for up to one week** unless dismissed.


Ultimate Wind Technique: Heavenly Whirlwind Trilogy Spending 12 EEP as an action, summon 3 colossal tornadoes for 10 minutes.

  • Each tornado is 200 feet wide and can move 60 feet per turn.
  • Targets must make a Dexterity saving throw.
  • Failure: Take 15d10 + SA bonus slashing damage.
  • Success: Take half damage.
  • If two tornadoes collide, all creatures in the area must make a Strength save (DC 28 + SA bonus).
  • Failure: Instant death for Medium creatures. Large creatures take 20d10 extra damage.
  • Final Vortex: Merge all tornadoes into a single 400-foot-wide vortex for 1 minute.
  • All creatures in the area must make a DC 30 Dexterity save or take 40d10 slashing damage and be flung 1000 feet.

Earth Element[edit]

Geo Charge System:

  • Each attack received or attack hit grants 1 Geo Charge.
  • For each Geo Charge:
  • Damage taken is reduced by 1 per charge.
  • Gain +1 AC and +1 to all saving throws per 2 Geo Charges.
  • Maximum Geo Charges = SA Bonus + BA Bonus.

Tellurgic Vigor: Spending 1 EEP as an action, you cover your body in dense rock, reinforcing your form.

  • Gain resistance to all damage except psychic.
  • Gain temporary HP equal to your SA Bonus × 2.
  • AC increases by +BA Bonus.
  • All your attacks deal extra damage equal to your BA Bonus.
  • Your elemental damage die is multiplied by your Geo Charges.
  • Spending an additional 3 EEP further enhances all effects.

Rock Wall: Spending 1 EEP as a reaction, summon a wall of dense stone to block attacks.

  • Enemies making ranged or melee attacks must roll their attack or spellcasting bonus vs your save DC.
  • Failure: Attack is completely negated.
  • Success: Attack is halved in damage.
  • Spending Geo Charges increases the DC by 2 per charge spent.

Tellurgic Launch: Spending 1 EEP as an additional action, hurl a barrage of rocks at an enemy.

  • Create a number of rocks equal to your Geo Charges.
  • Each rock deals 4d10 + BA Bonus bludgeoning damage.
  • Spend additional EEP to create more projectiles.

Geomatic Shrapnel (Lvl 7): Spending 2 EEP as an additional action, shatter rock into deadly shards.

  • In a 60-foot cone, enemies must make a Dexterity saving throw.
  • Failure: Take 10d8 + twice your BA Bonus + 2d8 per Geo Charge piercing damage.
  • Success: Take half damage.
  • If you have half your max Geo Charges, enemies have disadvantage and must succeed a Strength save or be knocked prone and restrained.
  • If flying, they take extra damage for every 20 feet fallen and are stunned.
  • Spend additional EEP to increase damage by 2d8 + BA Bonus and range by 10 feet per EEP spent.

Tellurgic Revenge (Lvl 7): Spending 2 EEP as a free action, partially absorb damage to unleash it later.

  • Halve damage taken from an attack.
  • Store the reduced damage and double it on your next attack or technique.

Geofication (Lvl 7): Spending 2 EEP as an action, merge with the earth for 10 minutes.

  • Gain 120 feet of tremorsense.
  • Move through solid objects.
  • While inside a solid object, you are undetectable and take ¼ less damage.

Metallurgy (Lvl 13): Spending 3 EEP as an action, reinforce all your rock-based abilities to be as strong as adamantine.

  • Your attacks ignore immunity to status effects.
  • Damage triples.
  • Damage reductions and resistances cannot be bypassed.
  • Gain temporary HP equal to your max HP.
  • Critical chance is reduced by 2.
  • If an enemy fails a saving throw against your abilities by 5 or less, it counts as a critical fail, doubling damage.
  • If you have max Geo Charges, the ability becomes a bonus action, further reducing your critical chance by 2 and forcing a critical failure on failed saves within 2 points.

Iron Walls (Lvl 13): Spending 3 EEP as an additional action, raise an adamantine-grade stone wall.

  • Wall is 80 feet tall, 120 feet wide, and behaves like an enhanced Wall of Force.
  • You may reshape the wall as an additional action to:
  • Crush enemies.
  • Trap them within the walls.
  • Split into cover formations.
  • If at max Geo Charges, the range and scope double and you can use this as a reaction.
  • Spend additional EEP to increase size and range by 20 feet per EEP spent.

Good Night (Lvl 13): Spending 3 EEP as an action, feint before delivering a devastating punch.

  • Make one attack.
  • On a hit, the target is launched into the air before you slam them into the ground.
  • Target makes a Constitution saving throw.
  • Failure: Takes all the damage you could have dealt this turn × 3, is stunned, prone, and unconscious for 1d6 turns.
  • Success: Takes half damage, avoids conditions.
  • If at max Geo Charges, the attack is made with advantage, and the target has disadvantage on the save.

Earth Clone (Lvl 17): Spending 4 EEP as an additional action, create a perfect earth duplicate of yourself.

  • Clone has twice your HP.
  • Each of its attacks/techniques deals +3d12 extra damage.
  • Clone is indistinguishable from you, lasting 1 hour.
  • While active, you may remain underground using Geofication.
  • At half max Geo Charges, summon an additional clone.
  • At max Geo Charges, summon two additional clones.
  • Clones use your EEP pool and have separate Geo Charges.
  • Spend 2 additional EEP to use this as a reaction.

Unbreakable (Lvl 17): Spending 4 EEP as an action, become completely impervious for one turn.

  • Immune to all damage and conditions.
  • Automatically succeed all saving throws.
  • Spend 5 Geo Charges to extend this effect by 1 turn (max 3 turns).

Seismic Drills (Lvl 17): Spending 4 EEP as an action, summon massive stone spikes.

  • In a 160-foot radius, 15-foot-wide, 60-foot-tall spikes erupt.
  • Targets must make a Dexterity saving throw.
  • Failure: Take 30d12 + 20 elemental damage dice piercing damage and are restrained.
  • Success: Take half damage.
  • If at max Geo Charges, increase damage by 5d12 + 1 elemental damage die per Geo Charge spent.

Elemental Expansion: Crescent Terrafusion (Earth) By spending 15 EEP, as an action, you transform the battlefield into a domain of unyielding stone and shifting terrain. The expansion reshapes the landscape, turning you into the absolute master of the earth.

  • Phase 1 - Foundational Infusion:
  • The terrain in a 400-foot radius solidifies into a nearly indestructible surface.
  • The entire battlefield becomes difficult terrain for all creatures except you.
  • You gain advantage on Strength and Constitution saving throws, and cannot be moved against your will.
  • Phase 2 - Rising Mountains:
  • The zone expands to 800 feet, summoning massive rock formations.
  • Walls of stone (80 feet high, 20 feet thick) rise at your command, blocking enemy movement.
  • Enemies who collide with these structures take 5d12 bludgeoning damage.
  • Phase 3 - Geomantic Growth:
  • The expansion spreads to 1,600 feet, and the terrain begins actively shifting.
  • At the start of each of your turns, enemies must make a Dexterity saving throw or be buried under collapsing terrain and take 8d12 bludgeoning damage.
  • You can now levitate and launch massive stone formations.
  • Phase 4 - Seismic Awakening:
  • The expansion extends to 3,200 feet, causing constant earthquakes.
  • Each turn, all creatures must make a Dexterity save or be knocked prone and take 10d12 bludgeoning damage.
  • You gain tremorsense in the entire area, and any underground enemies are instantly revealed to you.
  • Phase 5 - Telluric Dominion:
  • The terrain now spans 1 mile, and all stone follows your will.
  • Earthquakes occur automatically each turn, causing 40d12 damage to structures.
  • You can now magnetize metal objects and creatures, restricting enemy movements.
  • All Strength and Constitution saving throws are made at disadvantage by enemies.
  • Phase 6 - Unbreakable Earth:
  • The expansion reaches its peak, spanning a 2-mile radius.
  • Any attack made against you has disadvantage, and all attacks you make are guaranteed hits.
  • The ground automatically crushes any non-legendary creatures who fail a Strength saving throw.
  • All terrain effects deal double damage, and you gain complete control over all inorganic matter in the area.

This expansion lasts **for up to one week** unless dismissed.

Ultimate Technique: Geomatic Flood Spending 8 EEP as an action, unleash a rain of massive boulders.

  • Summon a number of 20-foot-wide meteors equal to your max attacks per turn.
  • Meteors fall within a 240-foot radius.
  • Targets must make a Dexterity saving throw.
  • Failure: Take 20d6 + 2 elemental damage dice bludgeoning damage.
  • Success: Take half damage.


Electricity Element[edit]

Static Charge System:

  • Every attack hit grants 1 Static Charge.
  • Maximum Static Charges = SA Bonus + BA Bonus.
  • For each Static Charge:
  • Gain an additional attack per Attack action.
  • Lightning damage increases by +1d10 per charge spent.

Electroshock: Spending 1 EEP as part of an attack action, unleash an electric detonation upon hitting a target.

  • Transfer Static Charges to the struck target, detonating in an explosion.
  • Target takes 2d10 + 1 elemental damage die per Static Charge spent.
  • Target loses the ability to use reactions or additional actions for one turn.
  • A 20-foot-radius explosion forces nearby creatures to make a Constitution saving throw.
  • Failure: Take half the lightning damage and lose reactions/additional actions.
  • Success: Take ¼ of the lightning damage.
  • Enemies carrying metallic items have disadvantage on the saving throw and take double damage.
  • Spend 1 additional EEP to increase the damage per charge spent by 1d10 + 1 elemental damage die.

Acceleration: Spending 1 EEP as an additional action, you enhance your speed and attacks for 1 minute.

  • Gain advantage on attack and skill rolls.
  • Movement speed is doubled.
  • Gain a +1 bonus per Static Charge to attack rolls.
  • If attacking a creature with metal items, critical chance is reduced by 1 and attacks deal +2d10 lightning damage.
  • Spend additional EEP for an extra +2 bonus and +1d10 damage per EEP spent.

Lightning Shots: Spending 1 EEP as part of an attack action, release a volley of lightning strikes.

  • Make attacks against any target within 90 feet.
  • If the target carries metal, the attack has advantage and deals double damage.
  • Each hit deals Xd10 lightning damage (X = Static Charges).
  • Spend additional EEP to make +1 attack and +1d10 lightning damage per EEP spent.

Electrokinesis (Lvl 7): Spending 2 EEP as an action, gain the ability to manipulate objects and creatures magnetically.

  • Gain the benefits of Soulkinesis but with doubled carrying capacity.
  • Touch two creatures or objects and spend Static Charges to magnetize them.
  • Affected creatures must make a Strength saving throw or be affected by the magnetization.
  • On failure, they are either repelled 30 feet apart or attracted and restrained together, taking 1d10 + SA Bonus bludgeoning damage per 5 feet forced movement.
  • Spend additional EEP to extend duration without action cost.

Volt Surge (Lvl 7): Spending 2 EEP as an additional action, overload yourself with pure electricity for 10 minutes.

  • Spend any number of Static Charges (minimum 2).
  • Gain +1d12 lightning damage per 2 charges spent on all attacks and techniques.
  • Gain an extra turn while active.
  • Spend additional EEP to gain advantage on attacks and force enemies to have disadvantage against you.

Electrification (Lvl 7): Spending 2 EEP as an action, become one with the surrounding electricity for 10 minutes.

  • While in a source of electricity, you are completely undetectable.
  • Gain resistance to all damage except psychic.
  • Can instantly teleport between storm clouds and lightning sources.
  • Spend additional EEP to maintain the ability without action cost.

Static Absorption (Lvl 13): Spending 3 EEP as a reaction, absorb incoming damage and convert it into electrical power.

  • Damage received and any inflicted conditions are nullified for 3 turns.
  • Before the effect ends, transfer all absorbed damage to a creature on your next attack.
  • Spend additional EEP to extend duration.

Overload (Lvl 13): Spending 3 EEP as an additional action, enter an electrified state for 1 minute.

  • Maximum Static Charge capacity is doubled.
  • Excess Static Charges convert into temporary HP equal to your elemental damage die + SA Bonus per charge.
  • Spend additional EEP to extend duration.

Lethal Electricity (Lvl 13): Spending 3 EEP as an action, condense electricity into a single unavoidable strike.

  • Ignore all defenses and immunities to lightning damage.
  • Attack automatically hits.
  • Deals damage equal to all attacks you could make this turn + 3d6 per Static Charge spent.
  • If the target carries metal, damage is doubled and they cannot use reactions or additional actions.
  • Spend additional EEP to charge longer, increasing damage.

Living Lightning (Lvl 17): Spending 4 EEP as an action, create a perfect clone made of electricity.

  • Clone has separate Static Charges and uses your EEP pool.
  • When reduced to 0 HP, it explodes in a 100-foot radius.
  • Targets make a Constitution saving throw.
  • Failure: Take double the HP the clone endured + 5d8 lightning damage per Static Charge.
  • Success: Take half damage.
  • Metal-equipped creatures make the save at disadvantage and take triple damage.
  • Only one clone can be active at a time.

Electric Seal (Lvl 17): Spending 4 EEP as part of an attack action, mark an enemy with a lightning sigil.

  • Target must make a Constitution or Wisdom saving throw (your choice).
  • Failure: Target loses all abilities, can only make half its melee attacks, and takes 40d8 + 1d8 per Static Charge lightning damage.
  • Metal-equipped targets take triple damage and lose access to:
  • Reaction, additional action, action, or 1 legendary action (your choice).

Ultimate Technique: Lord of the Primordial Storm Spending 10 EEP as an action, unleash a world-shaking storm.

  • First, a colossal lightning strike erupts toward the sky.
  • 300-foot cone: Targets must make a Dexterity saving throw.
  • Failure: Take 10d10 + 3 times your SA Bonus lightning damage per Static Charge spent.
  • Next, an apocalyptic bolt descends, dealing double the initial damage.
  • Metal-equipped creatures take quadruple damage.
  • On a successful saving throw, take half damage.

Elemental Expansion: Extended Glare Spending 15 EEP as an action, transform the battlefield into a realm of endless electricity.

  • Phase 1 - Electric Pulse: 400-foot radius. All creatures gain Static Charges at the start of their turns.
  • Phase 2 - Lightning Storm: 10 bolts of lightning strike each turn. Failure = stunned. Metal-wielders take double damage.
  • Phase 3 - Amplified Sparks: Your lightning damage multiplies by SA Bonus. Gain an extra turn.
  • Phase 4 - Mastery of Storms: Gain perfect knowledge of enemies' locations. Static-charged enemies become vulnerable to all damage.
  • Final Stage - Wrath of the Storm Lord: Enemies automatically fail all saving throws. If they have 5 or more Static Charges, they suffer maximum damage.

Light Element Techniques[edit]

Charge System: Light Pulses

  • Pulse Generation: You gain 1 Light Pulse each time you move more than 30 feet, hit with a quick attack, or use abilities that manipulate light. Some advanced abilities generate more pulses per turn or per hit.
  • Pulse Limit: You can accumulate up to your SA bonus + 2 times your BA bonus in Light Pulses.
  • Pulse Use: Light Pulses can be spent to increase the damage of your attacks or abilities by +1d12 + your SA bonus per pulse consumed, or to increase your speed by 30 feet for each Light Pulse spent.

Fulminating Flash: For 1 EEP and as a bonus action, you move like a flash of light, traveling up to 60 feet in a straight line. During this movement, you make a radiant attack that deals 6d12 + your SA bonus radiant damage. This damage increases by +2d12 for every 10 feet traveled. If your attack bonus exceeds the enemy's passive perception, you have advantage on the attack roll. Every 30 feet traveled grants 1 Light Pulse.

Light Mirage: For 1 EEP, lasting 1 minute and as an action, you create up to 2 duplicates of illusory light. These duplicates confuse enemies, causing them to miss attacks. Each time an enemy attacks a duplicate instead of you, you gain 1 Light Pulse. If a duplicate is attacked, it disappears, and the attacker is blinded for 1 turn.

Devastating Brilliance: For 1 EEP, in a range of 90 feet and as an action, you launch a beam of concentrated light toward a target in a straight line. The attack deals 8d12 radiant damage. If you move before launching this attack, the damage increases by +1d12 for every 20 feet traveled. If you move more than 60 feet, the beam disintegrates nonmagical barriers. You generate 1 Light Pulse if the attack hits.

Lightkinesis (Lvl 7): For 2 EEP, with concentration up to 1 minute and as an action, you become pure light, making yourself intangible. While in this state, you are immune to all physical damage and cannot be attacked directly. You can move through any object, barrier, or creature. Your attacks become intangible but deal 8d12 radiant damage. If you move more than 60 feet per turn, your attacks gain +2d12 extra damage. You generate 1 Light Pulse each time you pass through a barrier or creature.

Solar Ray of Penetration (Lvl 7): For 2 EEP within a 220-foot range as an action, you create a beam of sun-like intensity that pierces everything in its path. The beam deals 10d12 radiant damage to each enemy within range. If you move before using this ability, every 20 feet traveled increases damage by +2d12. Enemies with blindness or resistance to radiant damage ignore their resistance. You generate 1 Light Pulse for each enemy hit.

Flashing Defense (Lvl 7): For 2 EEP and as a reaction, you move so fast that you become intangible, evading damage. If you leave the attack range, the attack automatically fails. If you move more than 30 feet as part of this reaction, you can make a counterattack dealing 5d12 radiant damage. If the enemy that attacked you has a passive perception lower than your attack bonus, they cannot react to your counterattack. You generate 1 Light Pulse for each successful evasion.

Light Dash (Lvl 13): For 3 EEP and as an action, you become a ray of pure light, moving up to 1,000 feet at blinding speed. You can hit all enemies in your path, dealing 12d12 radiant damage to each. For every 100 feet traveled, the damage increases by +3d12. If you kill an enemy during this movement, you make an additional attack at no cost. Each enemy hit generates 1 Light Pulse.

Converging Light Flare (Lvl 13): For 3 EEP and as an action, you release multiple converging rays of light in a 300-foot-diameter area. All enemies take 10d12 radiant damage. If you have moved more than 60 feet before using this ability, the area expands to 200 feet and damage increases by +2d12 per enemy in range. You generate 1 Light Pulse per enemy affected.

Radiant Acceleration (Lvl 13): For 3 EEP, lasting up to 5 turns and as an action, you become a being of pure light energy, increasing speed and reflexes to inhuman levels. Each turn, your power increases based on Light Pulses:

  • Turn 1: Gain advantage on Dexterity checks and generate 1 Light Pulse for every 30 feet moved.
  • Turn 2: Speed increases by 120 feet. Enemies cannot react to your movement if BA + SA bonus exceed their passive perception. Each attack deals +1d12 radiant damage per 20 feet traveled.
  • Turn 3: Attacks generate automatic critical hits if exceeding enemy passive perception. Gain an additional complete turn.
  • Turn 4: All attacks deal +6d12 radiant damage and ignore terrain effects. You may extend the duration by spending 5 Light Pulses per additional turn.

Eternal Lightning Chase (Lvl 17): For 4 EEP, lasting 1 minute and as an action, you enter a state of extreme speed, targeting up to 5 enemies within 1,500 feet. You teleport between them, striking instantly. Each attack deals 15d12 radiant damage, plus +3d12 per 30 feet traveled. Hit enemies cannot use reactions or abilities for 1 turn. Gain 1 Light Pulse per enemy hit.

Elemental Expansion: Divine Radiance[edit]

By spending 15 EEP as an action, you channel the purest essence of light, illuminating the battlefield with celestial brilliance. Over six phases, the domain of light expands, purging darkness, empowering allies, and obliterating foes with radiant fury.

  • Phase 1 - Luminous Dawn:
  • A 300-foot radius becomes bathed in divine radiance.
  • Enemies suffer disadvantage on all stealth checks within this area.
  • Allies gain resistance to radiant damage and +10 feet of movement speed.
  • You become immune to blindness.
  • Phase 2 - Celestial Flare:
  • The area expands to 600 feet.
  • All enemy attacks within this area that rely on darkness or shadow-based abilities are nullified.
  • You can now see through all magical darkness, and allies gain +1 to AC.
  • Phase 3 - Judgment Light:
  • The area expands to 1,200 feet.
  • Enemies within the area have their regeneration abilities suppressed.
  • Enemies who fail a Wisdom saving throw at the start of their turn are blinded for 1 minute.
  • All attacks against blinded enemies gain advantage.
  • Phase 4 - Blinding Cataclysm:
  • The expansion reaches 1 mile.
  • All radiant damage you deal is doubled.
  • Allies now regain 1d10 + your SA bonus hit points at the start of their turn.
  • Enemies must make a Constitution saving throw at the start of their turn or take 6d12 radiant damage.
  • Phase 5 - Eternal Light's Dominion:
  • The expansion reaches 3 miles.
  • All allies gain advantage on all saving throws and enemies take a penalty to all saving throws equal to your SA bonus.
  • You gain an additional bonus action per turn.
  • Light shines with such intensity that creatures who fail a Wisdom saving throw are forced to their knees in reverence, becoming incapacitated for 1 turn.
  • Phase 6 - Zenith of the Divine Sun:
  • The expansion reaches 5 miles.
  • All enemy creatures in the area suffer permanent blindness until they leave the domain.
  • All healing effects are tripled for allies.
  • You may cast any Light technique as a free action once per turn.
  • All enemies automatically fail Dexterity saving throws against Light-based techniques.

Each phase advances automatically at the start of your turn. If concentration is broken, the expansion dissipates, but once fully completed, it remains active for one week, sustaining your divine dominance.

Ultimate Technique: Ascension of the Radiant Overlord

Spending 15 EEP, as an action, you momentarily become the pure embodiment of divine light. Your presence turns the battlefield into a holy sanctum where darkness and evil cannot persist.

  • Divine Embodiment:
  • Your body becomes a being of pure light.
  • You gain immunity to all physical damage.
  • You may move at infinite speed within your domain, making all attacks automatic critical hits.
  • Solar Eruption:
  • A massive explosion of divine light engulfs a 2-mile radius.
  • Enemies in the area must make a Constitution saving throw or take 40d12 radiant damage.
  • Enemies who fail by 5 or more are permanently blinded and take triple damage.
  • Allies within range instead gain full HP restoration and temporary hit points equal to twice their maximum HP.
  • Purge of the Unworthy:
  • All enemies with less than 100 hit points immediately disintegrate, leaving no remains.
  • If an enemy fails their saving throw against this ability three turns in a row, they are erased from existence.
  • Eternal Dawn:
  • The battlefield is permanently altered, blessed by divine radiance.
  • All spells or techniques of darkness or necrotic nature are permanently nullified in this area.
  • The sky remains bright, and you regenerate 5 EEP per turn while standing within this area.

Once activated, this ability remains in effect for 1 hour. After the technique ends, you cannot use any Light abilities for 1 day, as your soul recovers from the divine burden.

Darkness Element[edit]

The Darkness Element utilizes special charges called Abyssal Marks. These marks accumulate with attacks and abilities, amplifying the lethality of shadow techniques. Each enemy struck by your abilities or attacks gains 1 Abyssal Mark. An enemy can have a maximum of three times your BA bonus in Abyssal Marks.

Dread Cloak: Spending 1 EEP as a bonus action, you wrap yourself in a shroud of darkness, becoming an untouchable specter.

  • You become invisible in dim light or darkness.
  • Attacks against you have disadvantage.
  • Enemies that miss an attack against you gain 1 Abyssal Mark.
  • Lasts 1 minute or until you attack.

Shadow Rend: As an action, spending 1 EEP, you channel your elemental power to rip through an enemy’s essence.

  • Choose a creature within 30 feet.
  • The target must make a Constitution saving throw or take 6d10 + your SA bonus necrotic damage.
  • If the target has 3 or more Abyssal Marks, they become frightened until your next turn.

Ebon Chains: As an action and spending 1 EEP, you summon chains of pure darkness to bind an enemy.

  • Target a creature within 60 feet.
  • The target must make a Strength saving throw or become restrained for 1 minute.
  • They may repeat the saving throw at the end of each turn.
  • If the target has 5 Abyssal Marks, they automatically fail the first saving throw.

Abyssal Grasp (Lvl 7): As an action, spending 2 EEP, you summon spectral hands to drag enemies into the void.

  • All creatures in a 20-foot radius, within 60 feet, must make a Dexterity saving throw.
  • On failure, they are restrained and take 8d10 necrotic damage.
  • If they have 4 or more Abyssal Marks, they also become paralyzed for 1 turn.

Umbral Step (Lvl 7): Spending 2 EEP, as a bonus action, you merge with darkness and teleport.

  • Instantly teleport up to 120 feet.
  • If you appear in dim light or darkness, your next attack has advantage and +4d10 necrotic damage.
  • If you teleport adjacent to an enemy with 5 Abyssal Marks, you can make a free melee attack.

Nightmare Descent (Lvl 7): Spending 2 EEP, you unleash an aura of absolute terror.

  • Enemies in a 60-foot radius must make a Wisdom saving throw.
  • On failure, they become frightened and blinded for 1 minute.
  • Enemies with 3 or more Abyssal Marks automatically fail.

Void Fang (Lvl 13): As an action, spending 3 EEP, you release a wave of slicing shadows.

  • Attack in a 60-foot cone.
  • Each creature in the area must make a Dexterity saving throw or take 12d10 + your SA bonus necrotic damage.
  • If the target has 6 or more Abyssal Marks, they take double damage.

Abyssal Mirror (Lvl 13): As a reaction, spending 3 EEP, you reflect an attack back into the void.

  • When attacked, make a Dexterity saving throw.
  • On success, the attack is negated and reflected at the attacker.
  • If the enemy has 7 or more Abyssal Marks, they automatically fail their save.

Eclipse Dominion (Lvl 13): Spending 3 EEP, as an action, you invoke an endless shadow.

  • You create a 300-foot radius of complete darkness lasting 1 minute.
  • Enemies inside have disadvantage on all attack and saving throws.
  • Your attacks in the zone gain advantage.
  • Enemies with 5 or more Abyssal Marks take 6d10 necrotic damage every turn.

Devour the Light (Lvl 17): Spending 4 EEP, you absorb all sources of light into an endless void.

  • All light sources within 1,000 feet are extinguished.
  • Enemies must make a Wisdom saving throw.
  • On failure, they are blinded and silenced for 1 minute.
  • If they have 8 or more Abyssal Marks, they take 15d10 necrotic damage.

Void Entity (Lvl 17): Spending 4 EEP, you summon a shadow entity to fight alongside you.

  • The shadow has your stats, HP equal to twice your SA bonus, and acts independently.
  • It can make three melee attacks per turn.
  • If reduced to 0 HP, it explodes in a 100-foot radius, dealing 30d10 necrotic damage.

Ultimate Technique: Abyssal Cataclysm

Spending 15 EEP, as an action, you call upon the primordial darkness to consume the battlefield.

  • The entire battlefield is covered in absolute darkness within a 5-mile radius.
  • Enemies must make a Constitution saving throw or become permanently blinded.
  • All enemies with 10 Abyssal Marks are erased from existence.
  • Allies gain immunity to necrotic damage and fully restore their HP.

Elemental Expansion: Abyssal Dominion[edit]

Spending 15 EEP, as an action, you tear open a gateway to the realm of eternal darkness, spreading an abyss of void energy across the battlefield. This expansion unfolds in six escalating phases, consuming light, reality, and the very essence of those who dare oppose you.

  • Phase 1 – Encroaching Shadow
  • The darkness spreads in a 300-foot radius.
  • All sources of light within the area are immediately snuffed out.
  • Enemies in the area have disadvantage on attack rolls and perception checks.
  • Any enemy struck by an attack gains 1 Abyssal Mark.
  • Phase 2 – Devouring Gloom
  • The darkness expands to a 1,000-foot radius.
  • Enemies inside must make a Wisdom saving throw at the start of their turn.
  • On failure, they become frightened for 1 minute.
  • You gain tremorsense and darkvision of unlimited range inside the expansion.
  • Your movement speed is doubled.
  • Phase 3 – Endless Void
  • The expansion increases to 1,500 feet.
  • All enemies inside are treated as if they were in difficult terrain.
  • Attacks against enemies with 5 or more Abyssal Marks are automatically critical.
  • You can teleport anywhere within the darkness as a bonus action.
  • Any creature attempting to use magic must succeed a Constitution saving throw or have their spell fail.
  • Phase 4 – Abyssal Grasp
  • The expansion reaches a 2,000-foot radius.
  • All enemies inside must make a Dexterity saving throw.
  • On failure, they are restrained by shadow tendrils until the expansion ends.
  • Attacks from within the darkness ignore resistance to necrotic damage.
  • Allies inside gain temporary hit points equal to twice your SA bonus at the start of each turn.
  • Phase 5 – Void Devastation
  • The darkness expands to 1 mile.
  • The area is now completely silent, nullifying all verbal spellcasting.
  • Enemies with 8 or more Abyssal Marks must succeed a Wisdom saving throw or become incapacitated for 1 minute.
  • You regenerate 5 EEP at the start of your turn.
  • Allies become immune to fear, charm, and necrotic damage.
  • Phase 6 – Final Consumption
  • The expansion reaches its peak, covering a 5-mile radius.
  • All creatures inside must make a Constitution saving throw or be erased from existence.
  • Enemies with 10 Abyssal Marks automatically fail.
  • You can ignore all resistances and immunities for the duration.
  • At the start of your turn, you may use one Darkness technique for free.
  • The expansion lasts indefinitely, fading only if you will it or if you are slain.