# Elemental Knight The Elemental planes are a source of inspiration for many wizards, warlocks and a source of power for sorcerers, its link to the natural world and order of the multiverse inspires some druidic circles. Clerics tap into the power of the Gods that often visit these planes, paladins can make oaths of service to them, rangers learn how to hunt and harm entities from these planes. The more martial minded adventurers tend to ignore these planes as pathways to power as they are difficult to learn, and give little power to begin with. However those few that do learn to master the powers of the Elements, find themselves capable of enduring much more than usual, burning their enemies, slashing from a far and flowing between their enemies. ### Elemental Knight Features #### Elemental Attunement Starting at 3rd level when you choose this archetype you may attune yourself to one of the prime elemental planes, once you have chosen one you cannot attune to another until you finish a long rest. To attune you must enter into a meditation on the nature of the plane, focusing on the element that you wish to use, this takes one hour and can be done during a long or short rest. Once you have chosen your attunement and performed the meditation, you gain one of the following benefits based on the chosen attunement: | Plane | Effect| |:----:|:----:| |Fire | Add your strength modifier in fire damage to your attacks, ignite flammable materials on weapon blows. | |Earth | Reduce all incoming slashing, bludgeoning and piercing damage by your constitution modifier, this can only reduce damage down to a minimum of 1. | |Air | Add 5 feet to your movement speed, you may use the disengage action as a bonus action. | |Water | Your melee weapons now have the reach property, if your weapon already has reach, add 5 feet to it.| At 7th level your meditations can be reduced to 30 minutes, at 15th level you may attune to a second element at the same time. The attunement lasts up to 24 hours or until you meditate upon a different element. #### Force Aftermath Starting at 7th level you learn to channel elemental power into your blows and strike foes with the raw force of elemental fury, as a bonus action you may deal your fighter level in force damage to your targets, you may only use it against enemies you have hit in your previous turn, and it automatically deals it’s damage upon the use of your bonus action. Once you have used this feature you cannot use it again until you have finished a long rest, you gain one additional use of this feature at 11th level and another at 17th level. #### Elemental Refinement At 10th level your connection to the elemental planes has strengthened and your meditations have deepened allowing for additional strength to be gathered from the planes, you gain the following benefits based on your elemental attunement: |Plane | Effect | |:----:|:----:| |Fire | As an action you may breathe out a 15 foot long cone of fire, all targets caught inside the cone must make a dexterity saving throw or take 4D6 fire damage on a failed roll, if successful they take half damage. | |Earth | As an action you may grant yourself or those you can touch temporary hit points equal to your fighter level + your constitution modifier. These hit points last until you have finished a long or short rest. | |Air | You may use the dash action as a bonus action, as a reaction you may deal 3D4 lightning damage to anyone who hits you within 5 feet. | |Water | As an action you may use your reach to knock the enemy prone, they must make a dexterity save or be knocked prone. | Traits that require a save must save against 8 + your dexterity modifier + proficiency bonus. Once you have used this feature you cannot use it again until you have finished a long rest, at 18th level you gain a second use of this feature. #### Force Flow At 15th level you may temporarily step into one of the elemental planes to recover and empower yourself. As an action you step into one of the planes you are attuned to and disappear from the prime material plane until the end of your next turn, reappearing with a burst of elemental power within 60 feet of where you disappeared, dealing your fighter level + your proficiency bonus in damage to everyone within 10 feet of you. When you reappear you gain temporary hit points equal to your class level + your constitution modifier, and gain your proficiency bonus to your armour class, this effect lasts for 4 + your constitution modifier rounds. Once you have used this feature you cannot use it again until you have finished a long rest. \page #### Elemental Outburst At 18th level as an action you slash open a portal to the elemental planes and unleash an elemental barrage against your enemies, using your action on your turn you may open a portal to one of the planes and deal your fighter level + your proficiency bonus damage to all targets in a 60 foot line. The damage is tied to the plane you wish to open the portal too, fire for fire, thunder for air, cold for water and force for earth, you may open one portal per plane before you need to finished a long rest to use it again. >### Notes >Designed to be based around using the planes, this is a non-caster that fights by tapping into the power of the planes. > >I wanted it to be powerful, and not reliant on spellcasting to do so, the base attunement is powerful and hopefully useful thoughout the levels.