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Martial Archetype

Elemental Warrior

Occasionally warriors cast their focus upon magic to expand on their combat capabilities. Some focus on the complex intricacies of magic whilst others take a broader look at how the elements of the Material Plane can be harvested for use in war. These individuals are called Elemental Warriors and they seek to employ their physical abilities in balance with the world that surrounds them. Elemental Warriors channel the elements around them to augment their fighting, often choosing a singular element as their focus. Their physical attunement to the elements is a result of many years of deep study and meditation. Some Elemental Warriors are found in lecture halls and others in peaceful forest clearings. But first and foremost, you will find them on the battlefield.

Elemental Warrior
Fighter Level Feature
3rd Elemental Augmentation, Student of the Elements
7th Primordial Binding, Elemental Augmentation (4 options), Source Dice (4)
10th Improved Elemental Source (d8), Elemental Augmentation (5 options)
15th Unending Connection, Elemental Augmentation (6 options) Source Dice (5)
18th Improved Elemental Source (d10)

Elemental Augmentation

When you choose this archetype at 3rd level, you learn to make elemental augmentations to your weapon attacks.

Elemental Source. Choose either acid, cold, fire, lightning or thunder damage. When you use an elemental augmentation, your weapon attack damage is replaced by your elemental source type.

Elemental Augmentations. You learn three elemental augmentations of your choice, which are detailed under "Elemental Augmentations" below. Your elemental augmentations enhance an attack in some way. You can use only one elemental augmentation per turn.

You learn one additional elemental augmentation at 7th, 10th and 15th level. Each time you learn a new elemental augmentation, you can also replace one elemental augmentation you know with a different one.

Source Dice. You have three source dice, which are d6s. A source die is expended when you use it. You regain all of your expended source dice when you finish a short or long rest. If used to calculate damage, its type is that of your elemental source.

You gain another source die at 7th level and one more at 15th level.

Saving Throws. Some of your elemental augmentations require your targets to make saving throws to resist the effects. The saving throw DC is calculated as follows:

Elemental Augmentation save DC = 8 + your proficiency bonus + your Constitution modifier

Student of the Elements

At 3rd level you gain proficiency in either the Arcana or Nature skill.

Additionally, you learn one cantrip based on your elemental source, as shown in the table. Constitution is your spellcasting ability for it.

Elemental Source
Damage type Cantrip
Acid Mold Earth
Cold Shape Water
Fire Control Flames
Lightning or Thunder Gust

When you reach 20th level in this class, you learn the three remaining cantrips.

Primordial Binding

Starting at 7th level your affinity to the elements strengthens. You have advantage against being disarmed.

Additionally, as a bonus action you can attempt to manipulate the elements to block a creature's path. Choose a huge or smaller creature within 60 feet of you. It must make a Constitution saving throw against your elemental augmentation save DC. On a failed save, it loses its reaction for this round and its movement is halved until the end of its next turn. A creature that succeeds on this saving throw is immune to this effect for 1 hour.

Improved Elemental Source

At 10th level, your source dice turn into d8s. At 18th level they turn into d10s.

Unending Connection

At 15th level, when you roll initiative and have no source dice remaining, you regain 1 source die.


Elemental Augmentations

The elemental augmentations are presented in alphabetical order.

Absorption. You may expend one source die to use your reaction to cast Absorb Elements at 1st-level. At 10th level, you may cast it as 2nd-level spell, and at 18th level you may cast it as a 3rd-level spell.

Advancing Thrust. When you hit a creature with a melee weapon attack, you can expend one source die to push your opponent back. You add the source die to the attack's damage and the target is pushed back 10 feet.

Barrier. You can attempt to shield yourself against incoming strikes and projectiles. As a reaction you can expend one source die to give yourself a bonus to your AC equal to half the number you roll on your source die (rounded up) + 1 until the beginning of your next turn.

Ceaseless Blows. When you miss a creature with a melee weapon attack, you can use your reaction to expend one source die to make an additional attack as part of your attack action, adding the number you roll on your source die to the damage if you hit.

Dizzying Flash. When you hit a creature with a melee weapon attack, you can expend one source die to attempt to daze your opponent. You add the source die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, the target has disadvantage on attack rolls until the beginning of your next turn.

Elemental Impact. When you miss a creature with a melee weapon attack, you can expend one source die to damage the creature anyway. The damage equal the number you roll on your source die + your Constitution modifier.

Seeking Cut. When you hit a creature with a melee weapon attack, you can expend one source die to attempt to damage any creatures that are in 20 feet long and 5 feet wide line in front of you. If you use a weapon with the reach property, this distance increases by 5 feet. Affected creatures must make a Dexterity saving throw. On a failed save, they take damage equal to the number rolled on your source die + your Constitution modifier.

Staggering Blast. When you hit a creature with a melee weapon attack, you can expend one source die to attempt to stagger your opponent. You add the source die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, the next attack roll made against the target is made with advantage.

Sweeping Strike. When you hit a creature with a melee weapon attack, you can expend one source die to attempt to damage any creatures within 5 feet of the original target and within your reach. If the original attack roll would hit the other creatures, they take damage equal to the number you roll on your source die + your Constitution modifier.

Whirlwind. In place of your attack action you can expend one source die to attempt to damage creatures surrounding you with a melee weapon. Each creature within your reach must make a Dexterity saving throw. On a failed save they take damage equal to twice the number you roll on your source die + your Constitution modifier.

Books and Dirt

The paths adventurers take to become Elemental Warriors can differ greatly. Many are self-taught, either through books or through communing with nature itself. These warriors go down this path deliberately to strengthen themselves with the magic of the primordial. Others are inspired by the world around them to delve into other forms of combat. Some of these individuals are taught by great mentors on how to attune to their magical understanding. There are even some that learn from fighting mages and magic users, understanding the dangers of their craft, and its uses.


You can use the following table to help you choose what led you down the path to becoming an Elemental Warrior.

Path
1d6 Motivation
1 You wanted to become a stronger fighter to a certain end.
2 You fought a mage and was enamored by his deadly spells.
3 Since your childhood you have been in tune with nature and its elements.
4 You accidentally stumbled upon a lost tome containing the secrets of the craft.
5 Your study of elemental creatures led you to believe that you could use their power somehow.
6 Having seen other warriors augment their fighting styles with magic, you wanted the same power.

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Credit

Made for use with Dungeons and Dragons Fith Edition by Wizards of the Coast

Author: GrittSmitt, Reddit

Art credit 1: The Elder Scrolls: Legends

Art credit 2: Gwent: The Witcher Card Game