### Elemental Warrior- Fighter Martial Archetype
Elemental Warriors are in tune with their element. They master its style, subtleties, and power. Harnessing an element is often a skill honed through practice, passed down from master to student.
<img 
  src='https://orig00.deviantart.net/bf0e/f/2014/117/f/4/lightning_knight_by_victorgarciapq-d7g7wl4.jpg' 
  style='width:325px'/>
Credit: Victor Garcia
#### Force of Nature
You have bound yourself to an element through practice, devotion, or study. You select one damage type besides piercing, slashing, bludgeoning, or force. That is your element, and your abilities all take on an effect based on your element; for example, Action Surge may cause you to crackle with electricity, or glow with an inner radiance.
#### Power Shield
Elemental Warriors are protected by the forces they wield, having mastered its most basic properties. Starting at third level, you gain resistance to damage of your chosen elemental type. You can create a tiny, harmless, sensory effect related to your chosen element.<div style='margin-top:140px'></div>


#### Surge of Elements
As a bonus action, you mark a creature for elemental destruction. The target is surrounded by raw elemental energy which you can manipulate during attacks. For the next minute, the target takes an additional 1d6 damage of your chosen element whenever you hit it with a weapon attack. In addition, when you use Action Surge, the marked target takes an amount of damage equal to your Fighter level. The damage is the same as your chosen element. Once you have used this feature, you can't do so again until you finish a long rest. At 10th level, the bonus damage increases to 1d8, and if the target drops to 0 hit points before the effect expires, you can use a bonus action to mark a different target for the remainder of the effects duration.
#### Powered Strike
Starting at seventh level, Elemental Knights ignore enemy resistance to their chosen element. If an enemy is immune, they are instead treated as having resistance. You may opt to change your weapon damage type to your chosen element.
#### Element Wielder
Starting at tenth level, you may create a wall of your chosen element. It must have at least five feet of its length be within 15 feet of you. It can be up to 5 times your Constitution modifier in length. Creatures that attempt to pass through it must make a Dexterity saving throw or take 1d10 damage of your chosen element. Once you use this feature, you may not do so again until you take a long or short rest.
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  src='https://pre00.deviantart.net/51ea/th/pre/i/2008/217/0/4/fire_knight_by_arsenixc.jpg' 
  style='width:325px' />
Credit: arsenixc
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#### Improved Power Shield
At fifteenth level, ou gain immunity to damage from your chosen element. Once per short rest, you may use your reaction to apply your element's effect from the table to an enemy that has attacked you.

| Element | Effect |
|:----:|:-------------|
| Acid  | Reduce target AC by 2. |
| Cold  | Reduce target movement speed by 15 feet for one minute. |
| Fire | Deal 1d10 fire damage. |
| Lightning | The target has disadvantage on weapon attacks for one minute. |
| Necrotic | The target is vulnerable to damage from the next weapon attack that hits it. |
| Poison | Apply the poisoned status. |
| Psychic | The target has disadvantage on spell attacks and its spell save DCs are reduced by 4. |
| Radiant | Apply the blinded status. |
| Thunder | Move the target up to 30 feet in a direction of your choosing. |


#### Element Within
At 18th level, you master your element. It manifests on you in some noticeable way at all times. When you use Action Surge, you also gain temporary hit points equal to your fighter level. If a creature hits you with a melee attack while you have these hit points, they take damage equal to your fighter level. The damage is of your chosen element.