Elemental Fighter (5e Class)
Elemental Fighter
Control the Elements
The training of Elemental Fighters require an adept understanding of the elements and have a firm grasp on controlling them, most users and their elements are linked, since each elemental discipline utilises the strengths of different parts of the body more than others, leading some to be more tuned to certain elements than other.
Creating an Elemental Fighter
- Quick Build
You can make an Elemental Fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Constitution. Second, choose the Soldier background.
Class Features
As a Elemental Fighter you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Elemental Fighter level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Elemental Fighter level after 1st
- Proficiencies
Armor: Light armor, medium armor
Weapons: All melee weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Breastplate or (b) Studded leather
- (a) A martial weapon and a shield or (b) Two martial weapons
- (a) A light crossbow and 20 bolts or (b) Two handaxes
- (a) A dungeoneer's pack or (b) An explorer's pack
Level | Proficiency Bonus | Features | Mark of Power Uses | Stamina Points | Unarmored Movement |
---|---|---|---|---|---|
1st | +2 | Fighting Style, Unarmored Defense | - | - | - |
2nd | +2 | Unarmored Movement | - | - | +5 ft |
3rd | +2 | Elemental Art Style | - | 14 | +5 ft |
4th | +2 | Ability Score Improvement | - | 17 | +5 ft |
5th | +3 | Additional Attack | - | 27 | +5 ft |
6th | +3 | — | - | 32 | +5 ft |
7th | +3 | Art Style Feature | - | 38 | +10 ft |
8th | +3 | Ability Score Improvement | - | 44 | +10 ft |
9th | +4 | Mark of Power | 1 | 57 | +10 ft |
10th | +4 | Art Style Feature | 1 | 64 | +10 ft |
11th | +4 | Additional Attack | 1 | 64 | +10 ft |
12th | +4 | Ability Score Improvement | 1 | 64 | +15 ft |
13th | +5 | Mark of Power (2) | 2 | 64 | +15 ft |
14th | +5 | — | 2 | 64 | +15 ft |
15th | +5 | Art Style Feature | 2 | 64 | +15 ft |
16th | +5 | Ability Score Improvement | 2 | 64 | +20 ft |
17th | +6 | Mark of Power (3) | 3 | 64 | +20 ft |
18th | +6 | Art Style Feature | 3 | 71 | +20 ft |
19th | +6 | Ability Score Improvement | 3 | 71 | +20 ft |
20th | +6 | Additional Attack | 3 | 71 | +20 ft |
Fighting Style
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.
- 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.
- 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.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmored Defense
While you are wearing no armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain Elemental Fighter levels, as shown in the table.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Elemental Art Style
At 3rd level, you choose an elemental art style that you learn from. Choose between the following styles; Fire Style, Ice Style, Lightning style, and Stone Style. Each Elemental Art Style is detailed at the end of the class description. The art style you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Stamina Points
Unlike other users of the arcane, Elemental Fighters use their own internal stamina to fuel their discipline's powers and abilities, each ability you use will drain stamina points, some abilities are more draining than others, and some give the option to use addition stamina to strengthen an ability. As you further train your body, your stamina improves at each level.
Additional Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Mark of Power
At 5th level, due to your enhanced training, you can enter a state of power not possible by normal means, this state enhances your physical powers and improves your senses beyond a normal beings, by raising your heart beat to deadly levels. This state lasts for 4 rounds, and cannot be used twice per battle, regardless of the maximum amount of times you can activate it.
In this state, you are immune to being frightened, charmed and stunned, and ignore all levels of exhaustion. You gain advantage on all attack and damage rolls, even if you would be at disadvantage otherwise.You can see every part of your enemy, and can find out their weak points immediately, you gain +5 to attack rolls, through your mark, you can empower your weapon and your use of it, all damage rolls get a +6d6 damage modifier. You can also travel at twice your normal speed.
After the state ends, or the battle finishes before it ends, your speed immediately drops to 0, and you are incapacitated for 4 hours. The amount of times this can be used increases at 10th level to 2, and increases again to 3 at 20th level. When the state ends and you still have uses left over, instead of becoming incapacitated, you become fatigued, and require a minimum of 30 minutes of rest or light activity to go back to normal.
Fire Style
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Ice Style
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Lightning Style
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Stone Style
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