Elemental's Blade (5e Subclass)

From D&D Wiki

Jump to: navigation, search

Elemental's Blade[edit]

Fighters of this subclass use the elemental planes to empower their strikes and defenses.


Elemental Connection

When you choose this archetype at 3rd level, you learn how to manipulate the elements. You learn one of the following cantrips of your choice: control flames, gust, mold earth, shape water.

You can learn another one of these spells when you reach 7th, 15th and 18th level in this class. In addition, you learn the absorb elements spell and can cast it once without expending a spell slot, regaining the ability to do so after finishing a short or long rest. Intelligence is your spellcasting ability for these spells. Whenever you learn another one of these cantrips, you can cast absorb elements an additional time this way between rests.


Elemental Empowerment[edit]

Starting at 3rd level, your ties with the elemental planes allow you to harness its power. As a bonus action you gain power from one of the elemental planes, Choose one of the following options:


Earth: Your skin becomes as hard as stone. You gain a +2 bonus to your AC.


Fire: Any weapon you hold is engulfed in flames. When you hit with a weapon attack, you deal an extra 1d6 fire damage.


Water: Your mind and body flow around disturbances like water. You gain a +2 bonus to your saving throws.


Air: You start to run as fast as the wind, and become as light as a feather. Your movement speed increases by 15 feet, and damage you take from falling is halved.


You gain the benefits of that element for 10 minutes. You can use this feature twice, and regain all expended uses after you finish a short or long rest.


Elemental Knowledge

Starting at 7th level, your knowledge of elemental magic increases. You gain proficiency in your choice of the Arcana, History, or Survival skills, and you have advantage on Intelligence ability checks involving elemental creatures, planes, magic, locations, flora, fauna, and other such things.

In addition any weapon you wield is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and this benefit extends to your unarmed strikes.

Elemental Adept[edit]

Starting at 10th level, your connection to the elemental planes strengthen. You gain an additional effect when using the "Elemental Empowerment" feature depending the element chosen:


Earth: Your body becomes dense as earth, and you can move through the earth with ease. You gain resistance to non-magical bludgeoning, piercing, and slashing damage, and a burrowing speed of 15 feet.


Fire: Your whole body is consumed by flames that lash out at those who dare lay hand on you. You gain resistance to cold and fire damage, and if a creature hits you with a melee attack, it takes fire damage equal to half your total fighter level (rounded up).


Water: The water seems to flow with you and assist you wherever you are, whether you are in or out of the deep. You gain a swim speed equal to your walking speed and you can breathe in both air and water. Your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained. You can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled. Finally, being underwater imposes no penalties on your movement or attacks. In addition, when you make an attack with a thrown weapon underwater, its short and long range is doubled. For example: When thrown underwater, the range of a Light Hammer, Spear, or Trident would increase from (20/60) to (40/120).


Air: The wind lifts you gently, and howls at your enemies, allowing you to float like a butterfly, and strike like a hurricane. You gain a flying speed of 15 feet. Also, the first time you hit a creature with a weapon attack on each of your turns, it takes an extra 1d12 thunder damage and must make a Strength saving throw (save DC equals 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the creature is pushed 10 feet away from you and knocked prone.


Environmental Resistance

Starting at 15th level, you learn how to shrug off elemental damage. If you would take acid, cold, fire, lightning, or thunder damage, you can use your reaction to instead take none of the listed damage. Once you use this feature, you can’t use it again until you finish a short or long rest.


One with the Elements

Starting at 18th level, your bond with elements peaks. You can use the "Elemental Empowerment" feature four times between rests. In addition, you can use a bonus action to change the element your currently benefiting from.

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: