Cataclysm Spirit
At the dawn of time, elemental forces ran wild. Elder beings of pure air, earth, fire, and water rampaged across the world, shaping it by their destruction. These primordial elementals and elder genies were banished from the material plane, but always seek to return. When they threaten the mortal realm, great forces bind these elder elemental Cataclysms to hosts.
Goals:
Fight For Control
The Cataclysm attempts to take control at the start of each of your turns, forcing you to make a Wisdom saving throw. You make this save at disadvantage if you are near a source of power related to your elemental affinity. If you fail by 5 or more, the Spirit can take use empowered actions)
Elemental Affinity
Beginning at 1st level, Within you is bound an elder elemental Spirit of great power. Choose the element from the list below that best represents that of your Spirit. This choice grants you Affinity with, and resistance to certain damage type, as shown on the table:
| Air | Earth | Fire | Water |
|---|---|---|---|
| Thunder | Bludgeoning | Fire | Cold |
Your spirit mantle damage reduction also includes your affinity damage,
Your Manifest weapon takes a form based on your chosen affinity:
-Air | Rope Dart, the arrow head deals lighting damage, and the counterweight deals thunder
-Earth | Tribal Blade which summons "new" obsidian shards whenever you create the weapon.
-Fire | Bladed Fan, which you summon two of each time you conjure your mantel. If they are "partially destroyed" through a parry they are then instead full destroyed.
-Water | Trident, you can have up to pb tridents summoned at once, the oldest of which disappears when you summon one beyond your limit.
Finally your unleashed aura also is reflective of your chosen affinity:
-Air | You and creatures of your choice within the area at the start of their turn gain a bonus 10 ft to their movement speed.
-Earth | Creatures of your choice within the area of your unleashed aura gain the same damage reduction you do from Soul Cloak.
-Fire | The area of your unleashed aura causes you and creatures of your choice to be lightly obscured.
-Water | When a ranged weapon attack passes through the aura you may choose for each ft traveled by the attack to increase the attacks range by 1 ft. If this range weapon attack is made against a creature within the aura, the attack roll adds 1d4 to the result.
Channel Divinity: Elemental Eruption
at 3rd level, you gain an additional channel divinity option which you can use to call forth a burst of your spirits energy. As an action, you can cause a 15-foot diameter, 60-foot high, pillar of raw elemental power to erupt from a point you can see within 30 feet, forcing creatures in that area to make a Dexterity saving throw. They take 6d6 + Your Vessel Level Affinity damage on a failure, and half as much on a successful save.
Elder Power
At 7th level, Your elemental Spirit infuses you with its ancient destructive powers. You are also immune to any Affinity damage dealt while your Spirit Mantle is active.
You deal max damage when attacking objects, constructs, or structures.
Walls of the Planes
At 13th level, As a bonus action, you create a wall section of your element. The sections can last up to 1 hour, have 20 hps, AC 12 and are 15ft long, 1 ft wide, and 10ft tall. You may have a number of these walls equal to your pb, the oldest of which disappears if you conjure a new one beyond this limit. A creatures that starts its turn within 5ft of the wall takes 2d6 damage of your affinity type.
Additionally you gain the shoving weapon mastery based the element:
-Air | "Winding Arrow" mastery, and obstacles between you and your threat loop do not prevent you from "swinging"
-Earth | "Obsidian Warrior" mastery
-Fire | "Concealing Dance" <needs work
-Water | "Oceans Defender" mastery, you can choose for a manifest weapon to have a rope equipped when summoned, and your can "retrieve" all summoned tridents(dealing the damage from the mastery) as a bonus action on your turn.
Cataclysm Reborn
Finally at 20th level, You wield the full power of your primordial Cataclysm. When you are in your Archon Form you gain the following benefits:
- You assume the true appearance of your Cataclysm.
- The weather in a 1-mile radius surrounding you subtly changes to reflect your primordial elemental influence.
- The number of wall sections you can have at once with "Walls of the Planes" is equal to your vessel level, and you may conjure 2 sections instead of one with the bonus action.
- Each of your weapons attacks is instead made in an aoe:
Air | The attacks with your manifest weapon(arrow head) attacks hit all creatures in your threat loop
Earth | The attacks with your manifest weapons are against all creatures within 5ft of you
Fire | The attacks with your manifest weapon are made against all creatures within a 15ft cone
Water | The attacks with your manifest weapon are made against all creatures in a 30ft line (5ft wide)
Elemental Archon
Medium Elemental (Shapechanger)
Armor Class Bonus +0 (+3 Earth)
Speed 30 ft., [Air : fly 30 ft. (hover)], +10ft, ft, ft
Damage Resistances {Air:thunder, lighting} {Fire:fire, radiant}, {Earth:bludgeoning, piercing, slashing}, {Water: acid, cold}
Languages Auran, and any languages you know
- Elder Elemental. Whenever the Archon deals a damage type it is resistant to, it ignores resistance, and treats immunity to those damage types as resistance.
ACTIONS
- Bluster.(Air) The Archon makes an attack with your manifest weapon, in addition to the damage, it can knock it back 10 feet in a straight line. This distance is halved for each size the target is above the Archon. (Empowered: The creature gains the Shocked condition until the end of your next turn)
- Ignite(Fire). The Archon makes an attack with your manifest weapon in addition to the damage, the target gains the burning condition(d6) until put out. (Empowered: the burning condition becomes 2d6)
- Rock Solid(Earth). The Archon makes an attack with your manifest weapon, in addition to the damage, it can halve its speed until the start of your next turn. (Empowered: The creature gains the Hobbled condition until the end of your next turn)
-Whipping Water(Water). The Archon makes an attack with your manifest weapon, in addition to the damage, which is made with double the range of your normal reach (Empowered: The creature gains the Chilled condition until the end of your next turn)
-Elemental Aura(All) Creatures of the archon's choice within 15 ft of it must make a Constitution save vs taking 1d8 + Con mod elemental damage. (Empowered range is extended to 30ft)

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