Elemental Warrior: Fighter

The Elemental warrior seeks to expand upon their martial prowess by infusing the elemental magics into the strikes. These warriors will typically seek training with Druids or Wizards and may even venture to the Elemental Planes to train themselves.  
Elemental Initiate
Your knowledge and training to control the elements has given you a slight ability to manipulate the elements that surround you. At 3rd level you can learn to cast two of the following cantrips: Control Flames, Shape Water, Gust, and Mold Earth; and gain proficiency in either Arcana or Nature.  
Elemental Acquiescence
At 3rd level you can choose one of the following elements: Water, Air, Earth, or Fire. When you gain a new feature from this class you gain the benefit of the element corresponding to the element you chose from this feature, this choice can’t change. You have a number of Element points equal to your Intelligence modifier and becomes twice that at 10th level and thrice that at 15th level. You regain all expended Element points after a long rest.   Save DC: 8 + Intelligence Modifier + Proficiency Modifier   Air
When you gain a new feature in this class you gain the benefit of the Air option.   Earth
When you gain a new feature from this class you gain the benefit of the Earth option.   Fire
When you gain a new feature from this class you gain the benefit of the Fire option.   Water
When you gain a new feature from this class you gain the benefit of the Water option.  
Elemental Permeation
Starting at 3rd level you can use a bonus action to expend an Element point and fuel a melee weapon you are holding with the elemental energies that surround you. The elemental dice is 1d4 at 3rd level and increases to 1d6 at 10th level. Your weapon retains this effect for up to an hour or if you choose to dispel it as a bonus action.   Air
Your blade gives off a light hum as it starts to resonate which grows louder with each attack. Add an elemental dice of thunder damage to your attacks. You can dispel this as a bonus action and force the target of your last successful melee attack from a weapon affected by this feat to make a Con save. On a failure the target’s next saving throw is at disadvantage until the start of your next turn and they are unaffected if they succeed.   Earth
Your blade begins to take a stony appearance as it gains some weight. Add an elemental dice of bludgeoning damage to your attacks, this damage is treated as magical for the purpose of overcoming resistance and immunity from nonmagical means. As a bonus action, you can dispel this effect and force the target of your last successful melee attack from a weapon affect by this feat to make a saving throw depending on if the target is in the air or on the ground. If the target is in the air, they must make a Strength save. On a failure the target's movement speed is reduced to 0 begins falling at a rate of 60 feet per round until the start of your next turn and is unaffected on a success. If the target is on the ground, the target must make a Dexterity save. On a failure the next attack on the target’s movement speed is reduced to zero and the target can’t take reactions until the start of your next turn and on a success the target is unaffected.   Fire
The air around your blade ignites, consuming your weapon in fire that spreads bright light out 20’ and dim light out another 20’. Add an elemental dice of fire damage to your attacks. You can use a bonus action to dispel this effect on your weapon and force the target of your last successful melee attack with a weapon affected by this feat to make a Dex save. On a failure the target loses one stage of resilience to one damage type from the damage of the next successful attack (except cold and psychic damage). If the creature has resistance to the damage type it instead takes the full damage, if it has immunity, it instead has resistance, and if the target is already vulnerable this effect wears off. This effect lasts until the start of your next turn.   Water
Your blade begins to freeze with the moisture in the air for a chilling attack. Add an elemental dice of cold damage to your attacks. You can dispel this effect as a bonus action and force the target of your last successful melee attack from a weapon affect by this feat to make a Con save. On a failure the target’s attacks are at disadvantage until the start of your next turn and if the target succeeds, they are unaffected.  
Elemental Fortification
At 7th level you have learned to use the elements to bolster yourself against attacks. You gain the use of one effect based on your choice for Elemental Acquiescence.   You expend two Element points when you use this feature.   Air
You can manipulate the air around you to make sudden bursts of wind that throw your opponent’s strikes. When you are the target of an attack you can use your reaction to impose disadvantage on the attack.   Earth
Mud and stone surround your body to make yourself more durable. When you are the target of an attack you can use your reaction to gain resistance to bludgeoning, piercing, and slashing damage for the attack.   Fire
If you take damage from a melee attack you can use your reaction to force them to make a Dex save. On a failure the target takes fire damage equal to 2 of your elemental dice plus your Intelligence modifier and half as much on a success.   Water
You can create a shell of ice around your frame, making it more difficult for your foes to get a good strike. When you are the target of an attack you can use your reaction to gain a +5 to AC for that attack only.  
Elemental Residuum
At 10th level your training with the elements has unlocked knowledge to manipulate the elements more effectively. You gain the ability to cast three spells and gain resistance to one damage type based on your choice for Elemental Acquiescence. If you currently have the Elemental Permeation feature active on one of your weapons, that weapon is treated as a spellcasting focus for your spells.   You can cast these at first level by expending 1 Element point, 3 Element points for second level, and 5 Element points for third level. You can spend an additional 2 Element points to cast them as a bonus action if they aren’t already.   Air
You can cast Feather Fall, Dust Devil, and Thunder Step and you have resistance to thunder damage.   Earth
You can cast Earth Tremor, Maximillian’s Earthen Grasp, and Wall of Sand and you have resistance to acid damage.   Fire
You can cast Burning Hands, Heat Metal, and Pyrotechnics and you have resistance to fire damage.   Water
You can cast Fog Cloud, Hold Person, and Tidal Wave and you have resistance to cold damage.  
Elemental Dualism
The knowledge you have gained from your use of the element you have trained in has provided a strong impression on how to manipulate other elements. At 15th level you can choose an additional element from Elemental Acquiescence, but you can only gain the benefit of one element at a time. You can switch between the two after a short or long rest  
Elemental Communion
At 18th level you have learned to freely bend the elements to your whim. When you use action surge you can use one of the following effects based on the elements you have set from Elemental Acquiescence and Elemental Dualism.   Water and Fire: Steam violently erupts from your body creating a cloud encompassing a 30’ radius around you. All attacks made through the cloud are at disadvantage. You and up to 5 other creatures of your choice are unaffected by this. This cloud dissipates after 1 minute.     Water and Earth: The ground in a 60' cube around you becomes lush with plant life, this cube moves with you. When this is activated or as a bonus action on each of your subsequent turns you can choose a point within range and force creatures within a 10' cube must make a Strength saving throw as roots and brambles begin to grab hold of their feet. On a failure, it is considered restrained until this effect ends and takes 2d6 piercing damage. On a success, it takes half damage. A restrained creature can use its action to make an Athletics check to free itself on each of its turns. An unrestrained creature can use its action to free a restrained creature. Movement through this area is considered difficult terrain and your movement is unimpeded by this effect. You can only have one point rooting creatures at a time.     Water and Air: You electrify the air around you in a 30' radius. When you activate this and as a bonus action on each of your subsequent turns, you can force one creature to make a Dexterity saving throw. The creature takes 4d6 lightning damage on a failure, and half as much on a success.     Air and Fire: The air around you in a 10’ radius becomes dry and unbearably hot. All creatures within your aura must make a Con save and take 3d10 Fire damage on a fail and half as much damage on a success. A creature takes this damage if they start their turn in the aura or pass through it. This effect ends after 1 minute.     Air and Earth: Create a sandstorm encompassing a 30’ radius centered at a point you can see within 90’ of you. Creatures within the storm must make a Con save, taking 3d6 Bludgeoning damage on a failure and half as much on a success. All attacks that pass through the storm are at disadvantage. This storm ends after 1 minute.     Earth and Fire: Create a pool of magma with a 10’ radius centered at a point on the ground you can see within 60’ of you. Any creature that starts its turn in the pool or passes through it must make a Con save, taking 10d10 fire damage on a failed save and half as much on a success. Movement through this area is treated as difficult terrain. This pool turns to stone after 1 minute. This feature can only be used once per long rest.  
Elemental Rejuvenation
At 18th level, you regain 4 Element Points when you take a short rest.

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