Elemental Warrior (3.5e Class)
Elemental Warrior[edit]
<-general description->.
Making a Elemental Warrior[edit]
<-Strong points and weak points, and effectiveness with party members.->.
Abilities: Physical Ability Scores, Wisdom at level 20.
Races: Any Race with no Spell Like Abilities.
Alignment: Any Non-Chaotic
Feat: Vow of the Martial Lord (3.5e_Feat)
Starting Gold: 6d4 x 10 (150gp)
Starting Age: "Moderate"
Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +1 | +2 | +0 | +2 | Bonus Feat | ||||||||||||||||||||||||||||||||||||
2nd | +2 | +3 | +0 | +3 | Bonus Feat, Ki Points, Elemental Novice | ||||||||||||||||||||||||||||||||||||
3rd | +3 | +3 | +1 | +3 | |||||||||||||||||||||||||||||||||||||
4th | +4 | +4 | +1 | +4 | Bonus Feat | ||||||||||||||||||||||||||||||||||||
5th | +5 | +4 | +1 | +4 | |||||||||||||||||||||||||||||||||||||
6th | +6/+1 | +5 | +2 | +5 | Bonus Feat, Elemental Adept | ||||||||||||||||||||||||||||||||||||
7th | +7/+2 | +5 | +2 | +5 | |||||||||||||||||||||||||||||||||||||
8th | +8/+3 | +6 | +2 | +6 | Bonus Feat | ||||||||||||||||||||||||||||||||||||
9th | +9/+4 | +6 | +3 | +6 | |||||||||||||||||||||||||||||||||||||
10th | +10/+5 | +7 | +3 | +7 | Bonus Feat | ||||||||||||||||||||||||||||||||||||
11th | +11/+6/+1 | +7 | +3 | +7 | |||||||||||||||||||||||||||||||||||||
12th | +12/+7/+2 | +8 | +4 | +8 | Bonus Feat, Elemental Expert | ||||||||||||||||||||||||||||||||||||
13th | +13/+8/+3 | +8 | +4 | +8 | |||||||||||||||||||||||||||||||||||||
14th | +14/+9/+4 | +9 | +4 | +9 | Bonus Feat | ||||||||||||||||||||||||||||||||||||
15th | +15/+10/+5 | +9 | +5 | +9 | |||||||||||||||||||||||||||||||||||||
16th | +16/+11/+6/+1 | +10 | +5 | +10 | Bonus Feat | ||||||||||||||||||||||||||||||||||||
17th | +17/+12/+7/+2 | +10 | +5 | +10 | |||||||||||||||||||||||||||||||||||||
18th | +18/+13/+8/+3 | +11 | +6 | +11 | Bonus Feat | ||||||||||||||||||||||||||||||||||||
19th | +19/+14/+9/+4 | +11 | +6 | +11 | |||||||||||||||||||||||||||||||||||||
20th | +20/+15/+10/+5 | +12 | +6 | +12 | Bonus Feat, Elemental Master | ||||||||||||||||||||||||||||||||||||
Class Skills (4 + Int modifier per level, ×4 at 1st level) |
Class Features[edit]
All of the following are class features of the Elemental Warrior.
Weapon and Armor Proficiency: Any 1 handed simple weapons and any 1-handed Martial Weapon. They may choose to become proficient in a Single exotic 1 handed weapon of choice. Any armor of choice. No shield Proficiency.
Bonus Feats: At 1st level, 2nd level and every even level thereafter the Elemental Warrior gains a bonus feat.
Ki Points: Starting at 2nd level the Elemental Warrior gains the ability to harness and store life energy known as ki points. At the start of each long rest, they regain a max of half their level in ki points that they may use for various effects based on which element they choose. Unless otherwise noted.
Elemental Novice: Starting at 2nd level they choose which elemental they have watched and studied to develop their sword style from the list below. Once picked, they may not change the style chosen.
- Fire: They have learned to radiate the heat at which fire burns from their weapon. For 1 ki point their weapon radiates 1d4 fire damage onto of their normal weapon damage for the next minute. Only the fire is considered magic for purposes of overcoming dr. This fire damage is not multiplied with a critical hit.
- Earth: The swordsman of this style has learned to be sharp when needed and blunt for others and as such for 1 ki point they may change the damage, as a swift action, between bludgeoning, slashing, or piercing and is considered magic for the purposes of overcoming dr for the next minute. They have also learned to use more hefty weapons when needed. As such they gain proficiency with 2 Handed Simple and Martial Weapons.
- Air: The Elemental Warrior has developed keen senses with the air around them and has honed it into their weapons. By spending a ki point they may make a ranged touch attack at their highest bab at a range of 15 ft for the next min. This is considered magic for the purposes of overcoming dr.
- Water: The Elemental Warrior has studied and experienced the ebb and flow of waters current and has developed a keen sense of current. For 1 ki point the Elemental Warrior may make a counterattack as long as an opponent tries to strike but fails to hit. As long as the opponent does not exceed the flat foot AC of the swordsman, they may make a Single attack as an attack of opportunity at their highest bab. This is considered magical for the purposes of overcoming dr.
- Null: The Elemental Warrior choosing no elements to observe has Instead decided to look within and hone their life energy. This modifies the ki points gained. They may now gain an amount of ki points equal to their level instead of half. They may also spend 1 ki point to double their weapon damage as they vibrate the aura around the weapon to cause the illusion of a second weapon during the attack, this only lasts 1 round. This is considered magical for the purposes of overcoming DR. This extra weapon damage is not multiplied with a critical hit.
Elemental Adept: At 6th you gain resistance 20 to the Elemental Style chosen at 2nd level on top of the following bonus'. If Null is chosen you instead gain Energy Resistance 5 to Fire, Acid, Cold, and Lightning.
- Fire: They have learned to encase their weapon in a fire like aura. For 3 ki point their weapon radiates 1d8 fire damage onto of their normal weapon damage for the next minute, this damage also spread to within 5ft of the initial target. Only the fire is considered magic for purposes of overcoming dr. This fire damage is not multiplied with a critical hit.
- Earth: Those who watched pebbles and boulders fall have learned to half any non-magical damage they receive. To activate this, they must spend 3 ki points and this effect lasts for 1 minute.
- Air: The Elemental Warrior who have tangled with twisters and tornados have learned the force of wind and thus learned to use it as armor. By spending 3 ki points they have learned to surround themselves in a shell of wind exceeding 25 mph, granting immunity vs small ballistics such as arrows and bolts, and DR 10 vs larger objects such as boulders or rocks. This may also be used to grant immunity vs certain spells such as fog as wind speeds, this is useless underwater.
- Water: The defenses of water has taught you to control the flow more as an opposed Attack roll may divert the attack of an enemy to another nearby. As a swift action you may spend 3 ki points to add the damage of the attacker to a nearby opponent within reach as long as your attack roll exceeds theirs.
- Null: Your training has allowed you to look further within yourself. Your increased meditation allows your mind to be shielded by spells like detect thoughts but not through divination spells such as locate person, this is at will and can be deactivated by spending a ki point for one minute and resumed as a swift action for free. You have also gained insight to a stronger defense against Enchantments or any other mind effect. You gain a + 4 against such effects. For 3 ki points you have honed your weapon aura to be able to make 3 copies in a swing. This allows you to triple your weapon damage for 1 round. This damage is not multiplied on a critical hit.
Elemental Expert: At 12th level you received a blessing from the Elemental plane was able to use a full round action and spending 6 ki points to use a maximized spell like ability for each element. The following spells act as normal as a 12th level caster and a DC of 22 with the exceptions following.
- Fire: Firebrand(Su)
Components: V, S
Casting Time: 1 action
Range: Medium (200ft)
Area: Twelve 5-ft.-radius bursts(s)
Duration: Instantaneous
Saving Throw: Reflex half
- You create twelve masses of flame to explode upon the battlefield.
Each mass of flame is treated as a 5-foot-radius burst and deals 72 points of fire damage to all creatures within the area. The bursts do not need to be contiguous, and may be distributed within range as you see fit. Burst effects that overlap do not inflict additional damage.
- Earth: Spike Stones(Su)
Components: V, S,
Casting Time: 1 standard action
Range: Medium (220 ft.)
Area: One 240-ft. square
Duration: 12 hours(D)
Saving Throw: Reflex partial
- Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.
Spike stones impede progress through an area and deal damage.
Any creature moving on foot into or through the spell's area moves at half speed.
In addition, each creature moving through the area takes 8 points of piercing damage for each 5 feet of movement through the spiked area.
Any creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs.
A failed save causes the creature's speed to be reduced to half normal for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points).
Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell's save DC.
Spike stones is a magic trap that can't be disabled with the Disable Device skill.
Note: Magic traps such as spike stones are hard to detect.
A rogue (only) can use the Search skill to find spike stones.
The DC is 25 + spell level, or DC 29 for spike stones.
- Air: Cyclonic Blast(Su)
Components: V, S
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
- You send a twisting torrent of wind, not unlike a tornado turned on its side, towards your enemies. A cyclonic blast deals 72 points of damage to all creatures and objects in the area. Objects bigger than large take half damage. The cyclonic blast begins at your fingertips.
Creatures who fail their Reflex saving throw against a cyclonic blast are additionally in danger of being knocked back by the force of the wind. Treat this as a bull rush attack made with a +12 bonus on the Strength check. The cyclonic blast always moves with the opponent to push that target back the full distance allowed, and (unlike a normal bull rush) you can exceed your normal movement limit with a sufficiently high check result. Airborne creatures are treated as if they were one size category smaller for the purpose of resisting the bull rush.
If the damage caused to an interposing barrier by the blast shatters or breaks through it, the cyclonic blast can continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does.
- Water: Waterspout(Su)
Components: V, S,
Casting Time: 1 round
Range: Long (880 ft.)
Effect: Cylinder (5-ft. radius, 80 ft. high)
Duration: 12 rounds
Saving Throw: Reflex negates
- Water whirls into the air, swirling upward with a thunderous noise like a tornado of fluid.
Waterspout causes water to rise up into a whirling, cylindrical column. You can direct the movement of the waterspout as a move action.
A waterspout moves at a speed of 30 feet. You can concentrate on controlling the waterspout's every movement or specify a simple program, such as move straight ahead, zigzag, circle, or the like. Directing a waterspout's movement or changing its programmed movement is a move action for you. A waterspout always moves during your turn in the initiative order. If the waterspout exceeds the spell's range, it collapses and the spell ends.
A waterspout batters creatures and objects it touches, and it often sucks them up. Any creature or object that comes in contact with it must succeed on a Reflex save or take 24 points of damage. Medium or smaller creatures that fail their saves are sucked into the spout and held suspended in its powerful currents, taking 12 points of damage each round (no save). Trapped creatures remain inside for 3 rounds before the waterspout ejects them out the top of the spout, and they fall back to the surface (taking 48 points of falling damage) 1d8x5 feet from the base of the waterspout.
Waterborne creatures or objects within 10 feet of the spout (below and on all sides) also must make successful Reflex saves or be sucked into the spout if they are Medium or smaller. Anything sucked into the spout takes 24 points of damage and is then trapped for 3 rounds as described above.
Only the smallest of watercraft, such as canoes, kayaks, or coracles, can be sucked into the spout. The occupant of any such craft can make a Profession (sailor) check instead of a Reflex save if it so chooses to avoid being sucked up.
- Null: Justice of the Wyrm Prince(Su)
Components: V, S,
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 5 rounds
- Spines of brilliant yellow light burst outward from your body, giving the impression that you are covered in glowing spikes after each time you are attacked.
You create a field of psionic force around your body that deals retaliatory damage to your attackers.
While this spell is active, any creature successfully striking, takes 25 points of damage that bypasses any damage reduction the target may or may not have as it targets their soul. Additionally, each ki point sacrificed while using this ability takes an additional 5 points of damage. Ex using the 6 ki points and additional 3 ki points (9 total) the attackers will take 40 points of damage each time they hit you.
Elemental Master:
<-Lather, rinse...->
<-... repeat as necessary.->
Ex-Elemental Warrior[edit]
<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.
Epic <-class name->[edit]
Level | Special | ||||||||||||||||||||||||||||||||||||||||
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21st | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
22nd | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
23rd | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
24th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
25th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
26th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
27th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
28th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
29th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
30th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
6 + Int modifier skill points per level. |
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-Lather, rinse...->
<-... repeat.->
<-Sample race of your choice-> <-class name-> Starting Package[edit]
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Skill | Ranks | Ability | Armor Check Penalty |
---|---|---|---|
<-Skill name-> | <-4 for class skills and 2 for cross-class skills-> | <-Abbreviated key ability-> | <-armor check penalty based on starting armor. If inapplicable put "—"-> |
<-Skill name-> | <-4 for class skills and 2 for cross-class skills-> | <-Abbreviated key ability-> | <-armor check penalty based on starting armor. If inapplicable put "—"->
<-copy and paste the rows as necessary.-> |
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
Campaign Information[edit]
Playing a <-class name->[edit]
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
<-pluralized class name-> in the World[edit]
“ | <-Some quote from a character of this class-> | ” |
—<-NPC name->, <-race-> <-class-> |
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
<-class name-> Lore[edit]
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
---|---|
5 | <-common knowledge->. |
10 | <-not so common knowledge->. |
15 | <-rare information->. |
20 | <-very rare information->. |
<-pluralized class name-> in the Game[edit]
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.
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