Elemental Warrior (5e Class)

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Elemental Warrior[edit]

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From DeviantArt[1]

Warriors who follow an ancient magical tradition, guardians of natural regions who wield the power of the elements, Elemental Warriors are wise protectors who are attuned to one of the four primordial planes, and can act as vessels for the power of these planes, channeling elemental power through their powers. Wielding natural magic and weapons with equal skill, unleashing the wrath of the fire upon their enemies, riding the winds, flowing trough the battle as water or protecting themselves with barriers of stone, they are the fierce guardians of the elements, who can awaken the cataclysmic power of nature and unleash it with devastating might upon those who dare to desecrate the regions hallowed by the touch of the primordial planes.

Primordial Magic[edit]

Elemental warriors have a strong connection with nature, specially the primordial planes of air, water, fire and earth, which allows them to draw from its power to unleash raw elemental power, channeling trough their strikes. These primordial knights have honed these techniques by building their fortress and monasteries in isolated areas, untouched by civilization, were the barriers that separate the planes are almost non existent, were they train how to wield the power of the elements in tandem with their martial prowess, creating an unique style of combat, that proves effective against the enemies of the natural world.

Through a strenuous study and training, elemental warriors have mastered the elements, and can tame their power, bending to their will, by allowing themselves to let go for the need to control as the elemental power flows through their bodies. Their ability to control the elements is directly related to their ability to let themselves be controlled by them, letting their bodies act as vessels for the wild and untamed primordial power. To do so, they often must find the right state of mind and spirit to connect with a single element, by attuning themselves with a quintessential part of the element: the Elemental Mote, a the core of the element they must master. Often, an elemental warrior will have the ability to control a single element, while is not unheard off that more powerful elemental warriors can attune themselves with two motes at once.

A Guardian of the Natural World[edit]

The power of attuning with the elements was first discovered by druids, in the depths of ancient forests, in the distant corners of civilization, were that power was harnessed to produce magical effects, creating a tradition of natural magic. It is said that the first elemental warriors were born from the same origin, guardians of grooves and forest temples, who were rewarded by nature with power, in acknowledgement for their dutiful protection. For that reason, even though the ties that once bound together the druidic circles and the elemental warriors are no longer in place, they still have a connection based on their strong connection to the natural places.

The main fortresses of Elemental Warriors are built on places were the influence of a particular primordial plane can be felt. Even though the tradition have been spread, and the four main clans of elemental warriors have built cells in more civilized regions, in order to increase their ranks by gathering new members, it is required for all elemental warriors to, at least once on their lives, they travel trough the foundational sites were their respective styles have been created, as a reminder of where their power came from, and why they should fight to keep these natural environments safe.

Creating an Elemental Warrior[edit]

When you create your elemental warrior, some questions may help you to define your character motivations, history and goals. First, decide why and how did you became an elemental warrior? Are you from a hidden culture, built far away from the civilization, were becoming an elemental warrior is part of the rite of passage to adulthood? Or were you an explorer, in search for the hidden elemental fortresses, in pursuit of knowledge about the elemental planes and their power? Maybe you are part of the elite force of a realm, who have forge relations with the four elemental clans, and have been part of the select few trained by an Elemental Warrior Master sent by the clan in exchange for supplies of that kingdom.

Elemental warriors are often defenders of nature, since without the savage regions were the primordial planes can touch the material plane, they lose their power, and thus an elemental warrior will often fight against threats to these locations. Choose a place for you to be devoted to protect, either being a place were you have trained, a location with strong ties to the primordial plane or the birthplace of your people, in the corners of the earth.

Quick Build

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 Hermit background.

Class Features

As a Elemental Warrior you gain the following class features.

Hit Points

Hit Dice: 1d10 per Elemental Warrior level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Elemental Warrior level after 1st

Proficiencies

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

Equipment

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

Table: The Elemental Warrior

Level Proficiency
Bonus
Features
1st +2 Elemental Mote, Protege
2nd +2 Fighting Style
3rd +2 Explosive Strikes
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Elemental Path Ability
7th +3 Fundamental Studies
8th +3 Ability Score Improvement
9th +4 Cyclone Strike
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
15th +5 Flawless Accuracy
16th +5 Ability Score Improvement
17th +6 Master the Skies
18th +6 Elemental Master, Elemental Path Ability
19th +6 Ability Score Improvement
20th +6 Elemental Incarnate

Elemental Mote[edit]

At 1st level, you gain the ability to attune to a particular element of choice, by choosing an elemental mote. The elemental mote you have chosen will affect many of your class features, and each of them has a damage type associated, as shown in parenthesis. You can choose between the following: air (lightning), earth (bludgeoning), fire (fire), water (cold), light (radiant), dark (necrotic). Whenever a mote feature causes damage, it will cause damage from the type shown, unless the feature says otherwise.

In addition, you learn the druidcraft cantrip, and one additional cantrip depending on the chosen mote: gust (air), control flames (fire), mold earth (earth), shape water (water), dancing lights (light), or Decompose (dark).

Some of your features require a saving throw. Your save DC equals 8 + your proficiency bonus + your Wisdom modifier

Protege[edit]

Also at 1st level, you choose a Protege, your specialization, that determines the manner in which you bend the elements. You can choose between the Invoker, the Infuser or the Inscriber, all described at the end of the class description. Your choice grants you features at 1st level, and again at 6th, 10th, 14th and 18th levels.

Fighting Style[edit]

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.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

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.

Druidic Warrior

You learn two cantrips of your choice from the Druid spell list. Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.

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, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

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. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Explosive Strikes[edit]

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[edit]

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Fundamental Studies[edit]

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.

Cyclone Strike[edit]

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.

Elemental Fighter[edit]

At 10th level, You gain the ability to infuse your strikes with elemental power. When attacking an enemy you do elemental warrior level / 2 d10(rounded down) additional damage of your element; fire, cold, bludgeoning, lightning, radiant, necrotic. You can do this an amount of times equal to your wisdom modifier recharging with a long rest. You can also change the damage of your weapon attack to this damage.

One with Nature[edit]

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.

Earth - You can't be stunned, and you gain burrowing speed equal to your movement speed.

Light - You can't be blinded, and your movement speed increases in 10 feet.

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[edit]

At 13th level, when you roll a 1 or 2 for weapon damage, you may reroll the dice. Dice rerolled this way can still activate Explosive Strikes.

Flawless Accuracy[edit]

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[edit]

At 17th level, You may cast Control Weather once per long rest.

Elemental Master[edit]

At 18th level, You have Mastered the Element you are skilled in, You become immune to a certain type of damage depending on which mote you chose; fire(fire), cold(cold), earth(bludgeoning), air(lightning), light(radiant), dark(necrotic). You now also ignore resistances to these damages and immunity turn into resistances

Elemental Incarnate[edit]

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. The elemental you polymorph into depends on your elemental mote; fire(Fire Elemental), cold(Water Elemental), earth(Earth Elemental), wind(Air Elemental), light(Light Elemental), dark(Disease Elemental)

Protege[edit]

To accomplish the goals of protecting nature and safeguarding their traditions, the elemental warriors have branched out for specialized paths, called Proteges, and each of the four elemental clans have a variation of these Proteges. The Invokers are masters of unleashing the raw elemental power, and represent the destructive aspect of nature; the Infusers channel the energy of elements trough their bodies, and act as vessels for its power; finally the Inscribers can use words of power and magical glyphs to control the power of the elements.

Invoker Protege[edit]

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 at their level only. 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

Elemental Life

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

Improved Invoking

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.

Elemental Purity

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

Prism

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.

Infuser Protege[edit]

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 4d6 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.

Wind- 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.

Darkness - 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.

Earth - Until the start of your next turn, the next attacker that hits the target must make a dexterity save agaist your save DC or be knocked 10 feet back and knock it prone.

Light - Until the start of your next turn, the next attacker that hits the target must make a strength save agaist your save DC or be blinded until the start of your next turn.

Aegis

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.

Improved Infusion

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's AC becomes at least 16, and cannot be reduced below 16

Wind- The target isn't affected by difficult terrain.

Darkness - The target also gains temp hit points equal to half of your levels in Elemental Warrior

Light - The target causes additional 1d4 radiant damage with its attacks.

Earth - The target is resistant to piercing, slashing and bludgeoning damage.

Fortress

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.

Hadrian's Call

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.

Inscriber Protege[edit]

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.

Landscaping Glyphs

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.

Wind - You Inscribe an Electrical Glyph on the ground. When any creature moves within 5 ft of it, you may spend your reaction to trigger the Glyph and make it explode with an electric blast. They must make a constitution save or take 4d6 lighting damage and be paralyzed until the end of their next turn 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.

Earth - You inscribe a Crumbling Glyph on the ground. When any creature moves within 5 ft of it, you may spend your reaction to trigger the Glyph. All creatures within 5 ft must make a dex saving throw or fall into a 5ft radius 10ft deep pit.

Light - You inscribe a Soothing Glyph on the ground. When any creature moves within 5 ft of it, you may spend your reaction to trigger the Glyph. Soothing radiance bursts out, healing all creatures of your choice within 5 ft for 1d6 hit points. This healing increases by 1d6 for every 4 levels in Elemental Warrior. (2d6 at 4, 3d6 at 8, etc)

Dark - 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)

Calligraphy Glyphs

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. 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 of Cold - When the weapon Inscribed with this Glyph hits a creature with an attack, the ice pierces deep causing the attack to deal an additional 1d12 Cold damage.

Glyph of Wind - 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 of Earth - When the weapon Inscribed with this Glyph hits a creature with an attack, the power of the impact sends the target flying, pushing them back 30 feet. If they hit a wall during this movement then they are stopped and take 2d6 bludgeoning damage on impact. If they hit a creature then they both take 2d6 bludgeoning damage on impact.

Glyph of Light - When the weapon Inscribed with the Glyph hits a creature with an attack, the weapon lets out a brilliant light, blinding all creatures within 5 feet other than the wielder until the end of their next turn.

Glyph of Dark - When the weapon Inscribed with this Glyph hits a creature with an attack, the target becomes numb and has disadvantage on saving throws until the end of their next turn.

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.

Calligraphy Adept

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.

(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 Wind - Cast the spell Investiture of Wind

Contract of Earth - Cast the spell Investiture of Stone

Contract of Light - Cast the spell Holy Aura

Contract of Dark - Cast the spell Eye Bite

Credits[edit]

Class by Talamare and Prometheus

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the elemental warrior class, you must meet these prerequisites: 13 Strength, 13 Wisdom.

Proficiencies. When you multiclass into the elemental warrior class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.

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