Elemental Warrior (5e Class)
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Creating an Elemental Warrior
You can make an Elemental Warrior quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. Second, choose the Soldier background.
As a Elemental Warrior you gain the following class features.
- Hit Points
Armor: Medium Armor, Heavy Armor, Shields
Weapons: Simple weapons and Martial weapons
Tools: Smith's tools
Saving Throws: Strength and Wisdom
Skills: Choose two from Acrobatics, Athletics, Arcana, Insight, Intimidation, Medicine, Nature, Performance, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) chain mail
- (a) one simple weapon and a shield or (b) one martial weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- smith's tools
|4th||+2||Ability Score Improvement|
|6th||+3||Elemental Path Ability|
|8th||+3||Ability Score Improvement|
|10th||+4||Elemental Expert, Elemental Path Ability|
|11th||+4||One with Nature|
|12th||+4||Ability Score Improvement|
|13th||+5||Improved Explosive Strikes|
|14th||+5||Elemental Path Ability|
|16th||+5||Ability Score Improvement|
|17th||+6||Master the Skies|
|18th||+6||Elemental Master, Elemental Path Ability|
|19th||+6||Ability Score Improvement|
At 1st level, choose an Elemental Mote among Fire, Cold, Earth, Wind, Light, or Dark. Elemental Motes affect which Elements you’re attuned to. Your abilities will grant you different powers and options depending which Elemental Mote you have attuned with.
You learn the Druidcraft Cantrip. You learn the Primordial Language.
Your studies take you down 3 paths, The path of a Invoker, the path of an Infuser, or the path of the Inscriber.
Con is your spellcasting modifier for spells from this Class. Your DC is equal to 8 + Proficiency + Con Modifier
At 2nd level, Through your training with weapons, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- While you are wearing armor, you gain a +1 bonus to AC.
- When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
- When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
- When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.
- When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
At 3rd level, your Attacks explode with Elemental fierceness. When you roll for damage with an Attack and roll the maximum on any of the damage dice. You immediately roll additional damage dice of the same value adding the result to your total damage. Dice added in this way never trigger this ability. This additional damage is the same as one of the Elemental Motes you have attuned with.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
At 7th level, you gain proficiency in the Nature or Arcana skill, if you already have proficiency in it, you can double your proficiency bonus.
At 9th level, As an Action, you may unleash a Cyclone of attacks. You may make a single Attack against every creature within five feet of you.
At 10th level, You gain the ability to Attune with an additional Element. Choose an additional Elemental Mote among Fire, Cold, Earth, Wind, Light, or Dark. You may not choose the same Elemental Mote twice.
One with Nature
At 11th level, you reached harmony with Nature gaining different benefits depending on which Elemental Motes you have Attuned with.
Fire - You do not suffer the effects of extreme heat as described in the DMG. As well as you have Resistance to damage from Fire from a non aggressive source; such as burning buildings, wildfires, and lava.
Cold - You do not suffer the effects of extreme cold as described in the DMG. As well as you become able to breathe underwater, and gain a swim speed equal to your current speed.
Wind - You have advantage against being pushed by Wind or Wind based effects. As well as having resistance to lightning damage.
Dark - You do not suffer penalties to movement nor suffer damage from non-magical natural terrain; such as brambles, bushes, and mud. As well as you have advantage on saving throws against Poison damage and/or the Poisoned condition.
Improved Explosive Strikes
At 13th level, when you roll a 1 or 2 for weapon damage, you may treat it as if you rolled maximum. Increasing the damage and activating Explosive Strikes.
At 15th level, Once on each of your turns when you miss with an Attack, you may roll the Attack with advantage.
Master the Skies
At 17th level, You may cast Control Weather once per long rest.
At 18th level, You have Mastered the Elements, You become attuned with the Elemental Mote for Fire, Cold, Earth, Wind, Light and Dark. In addition, you have gained immunity to fire, lightning, cold, and poison damage.
Upon reaching 20th Level you gain the ability to become the Elements. You may Polymorph into each Greater Elemental once per Long Rest, assuming all stats of your new form. When your form dies or is reduced to zero HP, you revert to your normal with the same HP you had before you Polymorphed.
(CR 5: Fire Elemental, Water Elemental, Air Elemental, Earth Elemental.)
Depending on the Elemental Mote you chose, you learn a corresponding Level 1 Spell. You may Invoke spells acquired with this feature, allowing you to cast them without using a Spell Slot. Spells Invoked with this ability may trigger Explosive Strikes.
Fire - Burning Hands
Cold - Ice Knife
Earth - Earth Tremor
Wind - Gust of Wind
Light - Witch Bolt
Dark - Ray of Sickness
At 6th level, you learn the Find Familiar spell. You may Invoke it once per long rest; when you Invoke it you do not require materials to cast it and may not choose the standard Forms for your Familiar as listed in the spell. The Form of your Familiar depends on the Elemental Mote you choose to draw power from.
Fire - Steam Mephit
Cold - Ice Mephit
Earth - Dust Mephit
Wind - Air Mephit
Light - Lightning Mephit
Dark - Smoke Mephit
At 10th level, you learn the spell corresponding to the new Elemental Mote you chose.
In addition you may Invoke your Elemental Mote spells as a Bonus Action. This ability only applies to Burning Hands, Ice Knife, Earth Tremor, Gust of Wind, Witch Bolt, and Ray of Sickness
In addition, Ranged Spell Attacks that you Invoke do not have the penalty of disadvantage if used in Melee range of an Enemy.
At 14th level, you gain the power to Invoke Spheres of pure Element. Depending on the Elemental Mote you are attuned to you Learn the following Spells. You may Invoke each Sphere once per long rest.
Fire - Flaming Sphere
Cold - Watery Sphere
Earth - Vitriolic Sphere
Wind - Storm Sphere
Light - Resilient Sphere
Dark - Freezing Sphere
At 18th level, you learn all six spells corresponding to the Elemental Motes. (Burning Hands, Ice Knife, Earth Tremor, Gust of Wind, Witch Bolt, Ray of Sickness) In addition, these spells are cast as if they used a 3rd level spell slot. You still do not require a spell slot when you Invoke spells acquired from this feature.
As a Bonus Action, You may Infuse a creature within 30 ft with a powerful effect based on one of the Elemental Mote that you have Attuned with.
Fire - Until the start of your next turn, whenever the target is hit with an Attack the Attacker suffers 1d6 Fire damage. This damage is increased to 2d6 when you reach 5 levels in Elemental Warrior, 3d6 at 10 levels in Elemental Warrior, and 6d6 when you reach 18 levels in Elemental Warrior.
Cold - Until the start of your next turn, their next Attack that hits a creature slows it, reducing their speed by half until the start of your next turn.
Lightning - Until the start of your next turn, they can choose for 1 of their attacks to make a creature of large or smaller make a constitution save against your save DC or be stunned until the start of their next turn.
Poison - Until the start of your next turn, their next Attack that hits Poisons the target until the start of your next turn. A Poisoned Creature has disadvantage on Attack Rolls and Ability Checks.
At 6th level, when you take damage from an Element that you have Attuned with. You may as a Reaction gain Resistance to that damage. In addition your next Attack deals additional 1d8 damage based on the triggering damage received.
At 10th level, your Infusions gain an additional effect. As well as you may Infuse up to 2 creatures within 30 ft. Choose 1 Infusion to affect both creatures.
Fire - The target’s speed also increases by 15 ft
Cold - The target also gains resistance to Piercing, Slashing, and Bludgeoning damage
Lightning - The target’s AC becomes at least 16, and cannot be reduced below 16
Poison - The target also gains THP equal to ⅓ (0.33 rounds down, 0.66 rounds up) of your levels in Elemental Warrior
At 14th level, when your Elemental Aegis activates, you may also grant Resistance against the damage to upto 2 allies within 30 ft. In addition their next Attack deals additional 1d8 damage based on the triggering damage.
At 18th level, you gain the ability to form Elemental Walls. You learn to cast the following spells, Wall of Sand, Wall of Water, Wall of Fire, and Warding Wind. You may form each Elemental Wall once per long rest. Constitution is your Spell Casting Modifier for these spells.
At 1st level, you become capable of Inscribing Glyphs. Your choice of Glyphs will depend on the Elemental Mote you have Attuned with. You may have upto 2 Glyphs at level 1, this value increases as you gain levels in Elemental Warrior. If you create additional Glyphs beyond this, the oldest Glyph disappears without effect. You may have 3 Glyphs at Level 5, 4 at Level 9, 5 at level 13, and 6 at level 17.
At 1st level, the first thing you learn is the ability to craft Landscape on the ground around you. Choose an empty 5 ft square within 5 ft of you, to create a Glyph in that location. You may not have 2 Landscaping Glyphs on the same square. Landscaping Glyphs take an action to Inscribe and have a variety of effects depending on the Element used. Landscaping Glyphs trigger once and then fade away. As well as Landscaping Glyphs last upto 8 hours before fading away naturally. Landscaping Glyphs are nearly invisible, but a successful Investigation check against your DC reveals the Glyph. When a creature moves close enough to a Glyph you will be able to psychically feel that it occurred as long as you're within 100 ft of the Glyph and not Incapacitated, however you are not able to discern if the creature is friendly or not.
Fire - You Inscribe a Destructive Glyph on the ground, when a creature moves within 5 ft of this Glyph you may spend your Reaction to trigger the Glyph. All creatures within a 5 ft radius of the Glyph must make a Dexterity Saving throw or suffer 1d6 Fire Damage. This damage increases by 1d6 for every 4 levels in Elemental Warrior. (2d6 at 4, 3d6 at 8, etc)
Cold - You Inscribe a Chilling Glyph on the ground, when a creature moves within 5 ft of this Glyph you may spend your Reaction to trigger the Glyph. The Glyph freezes the ground until the End of your Next Turn. The Ice spreads to an area of a 10 ft radius around the Glyph. A creature may move normally across this Ice, but must succeed a Dex Saving Throw or fall Prone. A creature may also treat the Ice as difficult terrain, spending 2 feet of movement for every 1 foot of distance, in which case they do not require a Saving Throw. A creature only ever makes a single saving throw for this effect.
Thunder - You Inscribe a electrical Glyph on the ground. When any creature moves within 5 ft of it, it explodes with a electric blast. They must make a constitution save or take 4d6 lighting damage and be paralyzed on a failed save, or half as much damage on a successful one and not paralyzed. When Inscribing this Glyph, you can include the names of creatures that this Glyph will ignore.
Poison - You Inscribe a Toxic Glyph on the ground, when a creature moves within 5 ft of this Glyph you may spend your Reaction to trigger the Glyph. Toxic Gas rise from the ground, flooding the air within a 10 ft radius of the Glyph until the end of your next turn. The area becomes Heavily Obscured. Each creature in the area or enters the Cloud must make a Constitution Saving Throw, on a failed save the creature becomes affected with Deep Toxins. Deep Toxins is treated as a Poison. The cloud disperses early in a strong breeze, affecting only those who were inside the area when triggered. A creature with Deep Toxins suffers 1d4 Poison damage each time they cast a Spell or make an Attack. At the end of each of their turn they may make a Con Save to remove the poison. This damage increases to 1d6 at 5, 1d8 at 11, 1d10 at 16, 1d12 at 20.
(Radius Distance is in addition to the Glyph’s square. Thus 5ft Radius = 15x15, 10ft Radius = 25x25)
At 6th level, you become capable of Inscribing Calligraphy Glyphs directly onto Weapons. Each Calligraphy Glyph must be carefully Inscribed as mistakes can lead to devastating results, thus each Calligraphy Glyph takes 1 minute to Inscribe. Calligraphy Glyphs have no duration, and last until erased. Once Inscribed onto a Weapon, a Calligraphy Glyph may be activated until the start of the next turn with a Bonus Action by the wielder of the Weapon. Weapons wielded by the inscriber may have their effects activated regardless of weapon type. Damage from Calligraphy Glyphs may activate Explosive Strikes.
Glyph of Fire - When the weapon Inscribed with this Glyph hits a creature with an attack, the flames flare onto an additional creature adjacent to the target, dealing 1d8 Fire damage to the second creature. Glyph will only activate when placed on a Slashing Weapon.
Glyph of Cold - The next time a weapon Inscribed with this Glyph hits the creature with an attack, the ice pierces deep causing the attack to deal an additional 1d12 Cold damage. Glyph will only activate when placed on a Piercing Weapon.
Glyph of Lightning - When the weapon Inscribed with this Glyph hits a creature with an attack, the weapon lets out a violent shock, dealing 1d6 Lightning damage to each creature other than you around the target struck. Glyph will only activate when placed on a Bludgeoning Weapon.
Glyph of Poison - The next time the weapon Inscribed with this Glyph hits a creature with an attack, the target becomes afflicted by a nerve agent that reduces the Range of their Ranged Weapon Attacks by half until the start of your next turn. Glyph will only activate when placed on a weapon with the Thrown Keyword.
Improved Landscaping Glyphs
At 10th level, you may now Inscribe Landscaping Glyphs onto any empty square within 30 ft. As well as each Landscaping Glyph may trigger an additional time before fading.
At 14th level, you become adept at striking with a vast number of weapon and styles. When your Attack hits a creature with Weapon that has had its Calligraphy Inscription activated, you may switch weapons after the Attack fully resolves to a weapon with a different Calligraphy Inscribed to it, unequipping your current weapon and equipping the new weapon. A Calligraphy Glyph on the new Weapon becomes activated. If you use at least 2 different Calligraphy Glyphs and had Explosive Strike activate at least once this turn, you may make a single additional attack.
(You may unequip a shield, focus, or other held item, but you may only equip weapons with this ability. Not shields, wands, focus, or other items.)
Contract with the Elements
At 18th level, you may draft a complex Contract bound with the power of one of your Elements. Creating the Contract requires 1 hour and a piece of Parchment or Scroll. Only a single Contract may be made per day, and each existing Contract locks away one of your Glyphs. Anyone holding a Contract may activate it with a Bonus Action; after activation the Contract disintegrates. Contracts never fade from using other Glyphs, even when they are the oldest.
Contract of Fire - Cast the spell Investiture of Flame
Contract of Cold - Cast the spell Investiture of Ice
Contract of Lightning - Cast the spell Investiture of Wind
Contract of Poison - Cast the spell Investiture of Stone
Class by Talamare and Prometheus