Elemental Warrior, Water (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 18:34, 12 September 2019 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Missing several sections.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs


Elemental Warriors (water/fire/wind/lightning)[edit]

Elemental warriors are fighters that have a connection to one of the elemental planes. They augment their marital skills with healing and support abilities.

Making a Elemental Warrior (water)[edit]

"I am a protector and a warrior to a distant land. My command of my element makes a adept healer and a potent fighter."

The Elemental Warriors are an Ancient order of elementals who aided both in healing and combat to protect their native home worlds from outside intruders. Having Sorcerer casting like abilities they aid there more melee season combatants in any battle. In doing so they lack the toughness and tactical abilities most fighters do, but make up for it with their other innate abilities. Most Elemental Warriors outside of the native plane are rarely seen with any one beside Clerics or fighters do to there combative nature and abilities to heal. Though it is not uncommon to find then among a group as an extra arm or a last resort in healing.

Abilities: Constitution, Strength are your most important abilities because one you lack the normal toughness of a Fighter which is off-set by your natural healing abilities. This will also allow you to be more successful healing allies in combat or your self. Strength will help you do more damage melee wise if you need to fight.

Races: Any race with a Bloodline connection to any element can be a Elemental Warrior, provided that they also meet the Alignment requirement. Though more often the elder races like Dwarves, Elves and Gnomes seem to more likely to have an active bloodline do to their long lives. Though other races have been know to take on the mantle of the Elemental Warrior.

Alignment: Any Non-Lawful.

Starting Gold: 6d4 x 10 (150 gp)

Starting Age: "As fighter"

Skill Points at 1st level: 2 + Int modifier ×4
Skill Points at each additional level: 2 + Int modifier
Class Skills: Climb (Str), Craft (Int), Concentration (Con), Handel Animal (Cha), Intimidate (Cha), Knowledge: Planes (Int), Jump (Str), Ride (Dex), Swim (Str)
Table:1-1 The Elemental warrior (water)

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Elemental weapon, Spell like abilities
2nd +2 +3 +0 +0
3rd +3 +3 +1 +1
4th +4 +4 +1 +1 Enhance weapon +1, Spell like abilities
5th +5 +4 +1 +1
6th +6/+1 +5 +2 +2
7th +7/+2 +5 +2 +2 Elemental weapon upgrade, Spell like abilities
8th +8/+3 +6 +2 +2 Enhance weapon +2
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3 Spell like abilities
11th +11/+6/+1 +7 +3 +3
12th +12/+7/+2 +8 +4 +4 Enhance weapon +3
13th +13/+8/+3 +8 +4 +4 Spell like abilities
14th +14/+9/+4 +9 +4 +4
15th +15/+10/+5 +9 +5 +5
16th +16/+11/+6/+1 +10 +5 +5 Enhance weapon +4, Spell like abilities
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+7/+3 +11 +6 +6
19th +19/+14/+8/+4 +11 +6 +6 Spell like abilities
20th +20/+15/+10/+5 +12 +6 +6 Enhance weapon +5

Class Features[edit]

All of the following are class features of the Elemental Warrior (water).

Weapon and Armor Proficiency: Elemental Warriors gain all the weapon and armor proficiency that fighters get. They prefer to use there elemental weapons when possible.

Elemental weapon: At first level you can create a bo staff, Battle Axe, War Hammer or Guisarme made from one of the four basic elements Water[Cold], Fire[Fire], Electricity[Shocking], Wind[Sonic]. The weapon is the equivalent to the normal version expect that its damage type is magical (water,fire,shocking or sonic element). The element will match your bloodline and you can change the weapon in use for another as a full round action. If you are disarmed the weapon dries up, cinders out, discharges or gust away and you can summon it back as a standard action provided it was the same weapon you used. Quick draw makes either action a free action.

Elemental Weapon Upgrade:At 7th level you can also create a Short bow, Long bow or Great bow and the Composite version as well. You’re assumed to be proficient with these weapons and your enhancement to these weapons also applied. You are also allowed physically to keep your weapon from dissipating when disarmed and can enchant it with other abilities as long they don't oppose each other and the enchantment will be only for that weapon. Like a water Bo staff with a flaming enchantment would cause a bad reaction, but shocking would not. Also while in a vacuum or environment where normally elemental weapons wouldn't work yours will. To enchant your weapon you must make a DC 15+ enhancement mod (Both class ability and added)+ 1/2 Elemental Warrior level while a caster is enchanting and can't be distracted. Also your Fire or Water weapons can be used to fend off extreme heat or cold, like endure elements spell. Wind weapons can aid drowning allies and Electricity can be used to revive a character who has died, from normal or massive damage from an attack, with in 5 rounds and provided their still intact. The warrior must yell "Clear!" for this ability to work and it won't revive a character who died from magical means(spells) or is clearly in need of a raise dead or resurrection spell.

Enhance weapon: Your elemental weapon is enhanced as indicated on table 1-1. The bonus affects both attack and damage.

Spell like abilities (Sp):

Note: Your Create Water spell will be dependent on your Element. So a Fire Elemental Warrior can Create Fire and so on. Also your spell like abilities will use your element affinity in there visual affects. Example: Shilla is a Fire Elemental warrior casting Cure Moderate Wounds on Lidda a halfling "As Shilla chants a warm verse, her hand is covered in a warm soothing flame that soon engulfs Liddda. Lidda's wounds feel warm and soon close, any blood left behind was warmly burned away leaving nothing, but soft warm skin." In addition to your spell like abilities, you can cast scribed divine spells equal to your wisdom modifier and only as long as you can read them and make successful skill checks.


Level 1 spells
3/day – Create Water, Cure Minor Wounds


Level 4 spells
At-will – Create Water
6/day – Cure Minor wounds
3/day – Purify Food and Drink, Cure Light Wounds, Bless


Level 7 spells
At-will – Create Water, Cure Minor wounds
6/day – Purify Food and Drink, Cure Light Wounds
3/day – Bless
1/day – Cure Moderate Wounds


Level 10 spells
At-will – Create Water, Cure Minor wounds
6/day – Purify Food and Drink, Cure Light Wounds
3/day – Bless, Cure Moderate Wounds


Level 13 spells
At-will – Create Water, Cure Minor wounds, Cure Light Wounds
6/day – Purify Food and Drink, Cure Moderate Wounds
3/day – Bless, Cure Serious Wounds
1/day – Water Breathing


Level 16 spells


At-will – Create Water, Cure Minor/Light/Moderate wounds, Purify Food and Drink
6/day – Bless, Water Breathing, Cure Serious Wounds, Neutralize Poison
3/day – Cure Critical Wounds, Wall of Ice
1/day – Water Walk, Heal, True Seeing, Resurrection, Regenerate


Level 19 spells
At-will – Create Water, Cure Minor/Light/Moderate wounds, Purify Food and Drink, Bless, Water Breathing
6/day –Neutralize Poison, Cure Serious/Critical Wounds
3/day –Heal, Water Walk, wall of Ice, True Seeing, Resurrection, Regenerate
1/week – True Resurrection

Ex-Elemental Warriors[edit]

Like a monk, the Elemental Warrior can multiclass but at a cost. If they take a level in another class, such as Wizard, Monk, Paladin, or have their alignment changed to a lawful one, they stop advancing in Elemental Warrior classes. You still keep all of the abilities you have gained thus far but you can not advance.

Epic Elemental Warriors[edit]

Table:1-2 The Epic Elemental Warriors
Hit Die: d8
Level Special
21st
22nd Spell like abilities
23rd
24th Spell like abilities
25th
26th
27th Spell like abilities
28th
29th Spell like abilities
30th

2 + Int modifier skill points per level.


Spell like abilities (Sp):


Level 22 spells
At-will – Create Water, Cure Minor/Light/Moderate wounds, Purify Food and Drink, Bless, Water Breathing
6/day –Neutralize Poison, Cure Serious/Critical Wounds, Heal, Water Walk
3/day –Wall of Ice, True Seeing, Resurrection, Regenerate
1/week – True Resurrection


Level 24 spells
At-will – Create Water, Cure Minor/Light/Moderate wounds, Purify Food and Drink, Bless, Water Breathing
6/day –Neutralize Poison, Cure Serious/Critical Wounds Heal, Water Walk, Wall of Ice, True Seeing
3/day – Resurrection, Regenerate
1/week– True Resurrection


Level 27 spells
At-will – Create Water, Cure Minor/Light/Moderate wounds, Purify Food and Drink, Bless, Water Breathing
6/day – Neutralize Poison, Cure Serious/Critical Wounds, Resurrection
3/day - Regenerate
1/day – True Resurrection


Level 29 spells
At-will – Create Water, Cure Minor/Light/Moderate wounds, Purify Food and Drink, Bless, Water Breathing
6/day –Neutralize Poison, Cure Serious/Critical Wounds, Resurrection, Regenerate
1/day – True Resurrection

Elemental Warrior Starting Package[edit]

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Campaign Information[edit]

Playing a Elemental Warrior[edit]

Religion: Elemental Warriors have no main patron deity, but they tend to worship the most eldest of elementals or, more then not, worship a deity with an element as a domain. They can worship any deity they want provided its with in their alignment.(DM discretion).

Other Classes: They get along with other classes just as well as normal fighters do. Elemental Warriors get along with magic users because of there shared interest. Though accounts of Elemental Warriors tell them conversing with divine caster then arcane.

Combat: They are front line fighters & off-hand healers. They fight just as well as any other combatant but without the practiced tactile skilled of most fighters.

Advancement: They advance like normal characters expect where noted in the Ex-Elemental Warrior section.

Elemental Warriors in the World[edit]

—,


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Elemental Warrior Lore[edit]

Characters with ranks in Knowledge (The Elemental Planes) can research Elemental Warriors to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
5 There magic users that use the elementals as a power source.
10 They have some relation to the elemental planes or a elemental itself.
15 Any help here would be helpful.
20 Any help here would be helpful.

Elemental Warriors in the Game[edit]

Adaptation: .

Sample Encounter: .

EL whatever: .


Back to Main Page3.5e HomebrewClassesBase Classes

Home of user-generated,
homebrew pages!


admin area
Terms and Conditions for Non-Human Visitors