## Fighter Archetype:
### Djinn Knight
Djinn Knights are warriors of great sorcerous power. Elemental magic flows through their veins, allowing them to improve their martial prowess with elemental abilities. Whether a loyal vassal of a powerful genie lord or simply a warrior tainted by the energies of the Elemental Planes, Djinn Knights fight with an unnatural tenacity fueled by sorcery.
#### Source
Starting at 3rd level, you gain a pool of energy you can draw upon known as source points. You have source points equal to 1 + your Charisma modifier (minimum 1). Once you use a source point, you cannot use it again until you finish a short or long rest.
If a source power requires a creature to make a saving throw, the DC for the saving throw is equal to 8 + your proficiency bonus + your Charisma modifier.
In addition, choose the Element of your Source: Flame, Earth, Air, or Water. This determines what damage your Elemental Smite feature does as well as which features you get as you earn more levels in this class.
##### Sources
| Source Element | Smite Damage Type | Features
|:----|-------------| :---
|Flame| Fire| Fiery Lash, Fire Tongue, Fiery Rebuke, Volcanic Lash, Heat Wave
|Earth| Acid| Earthen Body, Tera Sculpter, Resilient, Iron Body, Stone Shell
|Air| Thunder| Guiding Winds, Storm Commander, Redirecting Gust, Soaring Winds, Lightning Strike
|Water| Cold| Ice Storm, Sea Dweller, Frost Spray, Frost Nova, Cold Snap
#### Elemental Smite
Beginning at 3rd level, you can enhance your blows with elemental magic. Once per turn, whenever you hit with a weapon attack, you can spend source points to increase your damage. This bonus damage is equal to 1d6 per source point spent, to a maximum of 3d6, of a damage type correlating to your Source element.
#### Source Power
At 3rd level, you gain the Source Power below that correlates with your chosen Source.
##### Flame - Fiery Lash
As a bonus action, you can spend 1 source point to attack an enemy within 15 ft of you with a fiery lash. Make an attack using Charisma as your attack modifier, adding your proficiency bonus as normal. On a hit, that creature takes 1d8 + your Charisma modifier fire damage. You can use Elemental Smite with this ability, but not if you've already used Elemental Smite this turn.
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##### Air - Guiding Winds
As a bonus action, you can spend 1 source point to summon mystical winds that push and guide you. Until the end of your turn, your walking speed increases by 10 feet and your movement does not provoke opportunity attacks.
##### Water - Ice Storm
As a bonus action, you can spend 1 source point to cause a fierce ice storm to surround you. Each creature in a 5 foot radius of you takes 3 cold damage and the radius becomes difficult terrain until the start of your next turn.
##### Earth - Earthen Body
As a bonus action, you can spend 1 source point in order to have bony, rocky plates cover your body. You gain temporary hit points equal to your Charisma modifier + half your fighter level. These temporary hit points last for 10 minutes.
#### Command of the Elements
Beginning at 7th level, you gain one of the following features correlating with your chosen Source.
##### Flame - Fire Tongue
You gain the Control Flames and Light cantrips. Charisma is your spellcasting modifier for these spells. In addition, you don't suffer the ill effects of traveling in extremely hot environments.
##### Air - Storm Commander
As a bonus action, you can change the direction of wind within a 100-foot-sphere of you and either increase or decrease the speed of the wind by 5 miles per hour. In addition, your walking speed increases by 5 feet.
##### Water - Sea Dweller
You gain the ability to breathe underwater and you gain a swim speed equal to your walking speed. Any increases to your walking speed also apply to your swim speed. In addition, you don't suffer the ill effects of traveling in extremely cold environments.
##### Earth - Tera Sculpter
You gain the Mending and Mold Earth cantrips. Charisma is your spellcasting modifier for these spells. In addition, nomagical difficult terrain doesn't impede your movement.
Credit: Jason Nguyen
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#### Additional Source Power
At 10th level, you gain a new source power correlating with your chosen Source.
##### Flame - Fiery Rebuke
Whenever a creature within 30 feet of you hits you with an attack, you can use your reaction to engulf that target in flames. Spend up to 3 source points. The target takes 1d8 fire damage for each source point spent.
##### Air - Redirecting Gust
Whenever you miss with a weapon attack on your turn, you can spend 1 source point and use your reaction to make gusts of wind guide your strike to hit its mark. You can reroll the attack roll, but you must take the new result, even if it's lower.
##### Water - Frost Spray
As a reaction when a creature hits you with a melee attack, you can spend 1 source point to attack the creature with a splash of painfully cold water. Until the end of that creatures next turn, its speed is halved and the first attack roll it makes before then is taken with disadvantage.
##### Earth - Resilient
Whenever you take damage that would reduce you to 0 hit points, you can spend 1 source point and use your reaction to instead drop to 1 hit point.
#### Improved Source Power
At 15th level, the the source power you earned at 3rd level increases in power.
##### Flame - Volcanic Lash
Whenever you use your Volcanic Lash, you can make a second attack against another creature within range.
##### Air - Soaring Winds
Whenever you use your Guiding Winds feature, you gain a fly speed equal to your walking speed until the end of your next turn. If you do not use Guiding Winds again before the end of that turn, you fall to the ground.
##### Water - Frost Nova
Your Ice Storm increases in potency and now deals 6 points of cold damage. In addition, creatures caught in your Ice Storm has disadvantage on attack rolls against targets other than you.
##### Earth - Iron Body
Whenever you use your Earthen Body feature, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.
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#### Ultimate Source Power
At 18th level, you gain an Ultimate Source Power correlating with your chosen Source.
##### Flame - Heat Wave
As an action, you can spend 3 source points to cause massive waves of heat to burst out in a 30 ft radius around you, wrapping around walls and moving around corners. Each creature within that radius must make a Constitution saving throw. On a failed save, that creature takes 4d8 fire damage and can't take reactions until the end of your next turn and if it has 10 or less hit points remaining, it immediately disintigrates. A creature that succeeds its save takes half damage and can still take reactions.
##### Air - Lightning Strike
Once per turn, when you hit with a weapon attack, you can spend 3 source points to smite that creature with a lightning bolt. That creature takes 3d8 lightning damage and must make a Constitution saving throw. On a failed save, that creature is stunned for one minute and can repeat its saving throw at the end of each of its turns, ending the effect on a success. A creature that is wearing metal or is made from metal has disadvantage on its saving throw.
##### Water - Cold Snap
As an action, you can spend 3 source points to entirely encapsulate a target in ice. Choose a creature that is large or smaller within 30 ft. That target must make a Constitution saving throw. On a failed save, the target is paralyzed for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. At the start of each of the turns the creature is frozen, it takes 2d6 cold damage. The ice can be broken and has an AC of 12 and 20 hit points, vulnerability to fire damage, and immunity to cold damage. Whatever damage the ice takes, the creature takes as well, unless it is fire damage.
##### Earth - Stone Shell
As an action, you can spend 3 source points to cover yourself in a stony shell. For the next minute, you have 30 temporary hit points and resistance to all damage except for psychic. The effect immediately ends if you lose all of your temporary hit points. At any point during the duration, you can spend another action to explode this protective shell, losing all your temporary hit points and damage resistance while shooting projectiles and shrapnel all around you. When you do so, each creature within 30 feet of you must make a Dexterity saving throw. On a failed save, a creature takes piercing damage equal to the amount of temporary hit points you had remaining. On a successful save, a creature only take half damage.