Elemental Fist (5e Class)

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Elemental Fist[edit]

Elemental Fists are fighters capable of channeling the power of the elemental planes to hone their own martial skills, engulfing weapons in primordial energy and unleashing it on their opponents.

Elemental Fists training requires a proper understanding of the elements and a firm grasp of how to control them. Most users and their elements are linked, as each elemental discipline utilizes the strengths of different body parts more than others and a different personality, leading some to be more attuned to certain elements than others.

Creating an Elemental Fist[edit]

When creating your elemental fighter, ask yourself how did you developed your ability to control the elements. Have you been touched by an elemental plane and have the power of controlling it tied to your lineage, or is your ability the result of years of study and training to find the connection to the elemental planes?

Quick Build

You can make an Elemental Fist quickly by following these suggestions. First, make Strength your highest ability score. Your next highest score should be Constitution and Dexterity. Second, choose the Hermit background.

Class Features

As a Elemental Fist you gain the following class features.

Hit Points

Hit Dice: 1d8 per Elemental Fist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Elemental Fist level after 1st

Proficiencies

Armor: Light armor
Weapons: All melee weapons
Tools: None
Saving Throws: Strength, Dexterity or Constitution
Skills: Choose two skills from Acrobatics, Arcane, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Padded or (b) Leather
  • (a) A Simple weapon or (b) Two martial weapons
  • (a) A dungeoneer's pack or (b) An explorer's pack

Table: The Elemental Fist

Level Proficiency
Bonus
Features Elemental Damage
1st +2 - -
2nd +2 - 1d6
3rd +2 - 2d6
4th +2 Ability Score Improvement 2d6
5th +3 - 3d6
6th +3 - 3d6
7th +3 - 4d6
8th +3 Ability Score Improvement 4d6
9th +4 - 5d6
10th +4 - 5d6
11th +4 - 6d6
12th +4 Ability Score Improvement 6d6
13th +5 - 7d6
14th +5 - 7d6
15th +5 - 8d6
16th +5 Ability Score Improvement 8d6
17th +6 - 9d6
18th +6 - 9d6
19th +6 Ability Score Improvement 10d6
20th +6 - 10d6

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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