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ELEMENTAL, KNIGHT
Become one with the elementswithithis subclass foryour D&.D Se gamesMARTIAL ARCHETYPE
‘At 3rd level fighter gains the Martial Archetype feature,
‘which offers you the choice of a subclass. We present here
‘new option available to you when making that choice.
ELEMENTAL KNIGHT
Blessed by an everlasting communion with the
fundamental elements of nature, Elemental Knights
charge into the fray with blazing fire, carrying themselves
with the grace of wind; a moment later, their blows hit
‘with the massive weight of the earth, as they slip through
the ranks of their enemies, fluid as streams of water. They.
are a marvelous sight to behold for their companions, and
overwhelming forces for any who might oppose them.
‘When you pick this subclass, roll or chose on the
Elemental Origins table to determine where does your
elemental affinity come from.
ELEMENTAL ORIGINS
46 Origin
1. You are a scholar ofthe art: you may have studied
with a mentor, delved into the magical arts
yourself, lived with the monks of the way of the
elements for atime, or sought the blessing of
nature with the guidance of druids,
2. You found a profound affinity with the elernents by
meditating in remote regions linked to each
element
3° You were born with an inrate connection with the
lernental planes.
4 You were born during a catclysmic elemental
‘event, that lft its mark on your very essence.
5 In your blood runs the lineage of old, powerful
entities that ruled over the elements.
6 You are the result of an experiment that aired to
create elernental supersoldiers
Fonr OF PRIMORDIAL ENERGY
3d level Elemental Knight feature
Your veins surge with fire, winds blows at your back, earth
steadies your muscles and your every movement flows
like water. The DC of saving throws forced by features of
this subclass equals 8 + your proficiency bonus + your
Wisciom modifier.
ELEMENTAL STRIKE
rd Jevel Elemental Knight feature
Once per Attack action, when you hit a creature with a
‘weapon attack, you can empower the strike with
‘elemental energies, You choose one of the following
effects to apply to the attack:
+ Fire. The attack deals extra fire damage equal to your
Wisdom modifier. When the target takes this damage,
you can choose a creature within 5 feet of them to take
the same amount of fire damage.
+ Water. The attack deals extra cold damage equal to
your Wisdom modifier. Until the end of their next turn,
the speed of the target is reduced by 10 feet.
* Air. The attack deals extra lightning or thunder
damage (your choice) equal to your Wisdom modifier.
“After you make this attack, you can move 5 feet
‘without provoking opportunity attacks.
+ Earth. The attack deals extra bludgeoning damage
that is considered magical equal to your Wisdom
modifier. You can then attempt to shove the target of
your attack.
‘When you reach 10th level in this class, the damage
bonus becomes 1d6 + your Wisdom modifer. When you
reach 15th level in this class, the damage bonus becomes
246 + your Wisdlom modifier.ELEMENTAL PROWESS:
7the-level Elemental Knight feature
[As you master the use of elements, you developed unique
martial techniques to gain an edge in battle. When you
take the Attack action on your turn, you can forgo one of
the attacks granted by the Extra Attack feature to use one
of the following moves:
+ Fire. You shoot forth a blaze of fire in a 15-footcone.
Creatures in the area must make a Dexterity saving
throw. On a failed save, a creature takes 2d6 fire
damage immediately, and another 1d6 fire damage at
the start of their next turn, On a successful save, they
conly take half damage immediately. The initial fire
‘damage increases to 3d6 when you reach 10th level in
this class, and again to 4d6 when you reach 15th level
in this class, The additional fire damage increases to
246 when you reach 15th level in this class.
+ Water. You conjure a pool of shallow water or freeze
the ground in an area that has a radius equal to 5 x
your Wisdom modifier, centered on a point you choose
‘within 60 feet of you. The affected area is difficult
terrain for creatures of your choice, and lasts watil the
start of your next turn,
+ Air. You can attempt to free yourself from a grapple,
{get up from prone without paying any movement, oF
make a jump up to a number of feet equal to 5 x your
Wisdom modifer. This jump doesn't cost you any
movement,
+ Earth, A rock wall shoots from the ground in a space
within 5 feet of you. The wall is 10 feet tall, 10 feet
wide and 6 inches thick, its AC equals 10 + your
Wisdom modifier, and it has a number of hit points
‘equal to your Widom score. Ifcreatures occupy the
spaces in which you create the wall you decide on
which side of the wall they are pushed to. The wall
crumbles at the start of your next turn,
‘You can only replace one attack with an elemental move
for each Attack action you take.
HARNESS ELEMENTS
10th level Elemental Knight feature
You have learned how to fully manifest the might of the
elements, turning your body into an avatar of nature. As a
bonus action, you can gain one of the benefits listed
below:
Fire, You cover yourself in a sheath of flame, charging into
battle with fiery convietion:
* Creatures of your choice that end their turn within 5
fect of you take 148 fire damage.
* When a creature hits you with a melee attack, you can
use your reaction to retaliate with fire. The attacking
creature takes 18 fire damage.
» You shed bright light in 30-foot radius and dim light for
an additional 30 feet.
* You gain resistance against fire damage.
Water. You attune your movements to the natural flow of
water, becoming supernaturaly light and fluid:
+ You can move through any creature's space, and other
creatures spaces aren't difficult terrain for you.
+ You exude gentle waves in a 10-foot radius centered on
you. For creatures of your choice other than you, each
2 feet of movement inside this area only cost 1 foot, as
they are carried onward by your waves.
+ You gain a swimming speed equal to your running,
speed and you don't suffer penalties for fighting
underwater,
+ You are considered as being under the effects of the
water breathing spell.
ince against fire damage and cold
‘This is unofficial Fan Content permitted under the Fan Content Policy. Not approvediendorsed by Wizards, Portions of the materials used
‘are property of Wizards of the Coast. Wizards of the Coast LLC.Air. You conjure a powerful storm in a 15-foot radius,
‘sphere centered on your
+ Ranged attacks have disadvantage if they target
creatures of your choice inside the storm.
+ For creatures of your choice, moving inside the storm
costs 2 feet of movement for each foot traveled.
+ When you choose this element, and as a bonus action
‘on any subsequent turn, you can shoot a bolt of,
lightning to a fiying creature within 60 feet of you that
you can see, The creature must make a Constitution
‘saving throw. On a failed save, the target's speed
becomes 0 until the end of this turn. A creature that
fails this save starts falling even ifit can hover,
+ You gain resistance against lightning and thunder
damage.
Earth. You borrow the power of the earth beneath your
feet, reaching perfect harmony with the land:
+ You can't be moved unwillingly and your speed can't be
reduced.
+ You ignore the limitations of difficult terrain,
+ When you take damage, you can use your reaction to
reduce the damage you take by 1d10 + your Wisdom,
modifier
+ You have advantage on Constitution saving throws you.
make.
This elemental state lasts for 1 minute, of until you
become incapacitated
You can use this feature a number of times equal to
your proficiency bonus. You regain expended uses when
‘you finish a long rest.
ELEMENTAL SuRGE
15id-level Elemental Knight feature
‘The elements stand waiting for your call, be itto bring a
cataclysm upon your enemies or to carry your
companions to victory. As an action, you can use one of
the following elemental surges:
*+ Fire. You summon destructive columns of fire. Up to
four 5-foot-radius, 30foothigh cylinders of fire erupt
from the ground at any points that you chose within 60
feet of you that you can see. Creatures in the cylinders
must succeed on a Dexterity saving throw or take 6d6
fire damage, taking half as much damage on a
successful save, Creatures in the area of more than
‘one cylinder only make the save once and take the fire
‘damage only once,
+ Water. You conjure a 10-footradius sphere of water to
suffocate and restrain your foes. Creatures in the area
‘must make a Strength saving throw. On a failed save, a
creature is restrained, can't breathe unless it breathes
water, and any ligthning damage it takes is doubled. A.
creature in the sphere can use their action to make a
‘Strength (Athletics) or Dexterity (Acrobatics) check
‘against the save DC. Ifthe check succeeds, they are
pushed out of the sphere, landing within 5 feet of it in
the closest possible space to where they were in the
sphere. The sphere lasts for 1 minute or until you lose
concentration on it, as if concentrating on a spell
* Air. You create a powerful gale to grant you and you
allies an uncanny mobility advantage. When you
choose this element, choose a number of willing
creatures other than you, within 60 feet of you that you
can see, equal to your Wisdom modifier. You can move
yourself and the selected creatures to any space within
660 feet of the starting point of each creature, This
movement never provokes opportunity attacks.
+ Earth. You make the earth in an area of ground ina
30-foot radius centered on you tremble and crack.
Creatures of your choice in the area must make a
‘Strength saving throw. Ona failed save, a creature
takes 4d8 bludgeoning damage that is considered
‘magical, is knocked prone, and has their movement
reduced by half. On a successful save, a creature only
takes half damage. An affected creature can repeat the
saving throw at the end of each of their turns, having
their speed go back to normal on a successful save.
Once you have used this feature, you can'¢ use it again
‘until you finish a long rest.
IMPROVED FIEMENTAL STRIKE
‘18th-level Elemental Knight feature
You have gained perfect control over the elements. You
can now empower any attack you make, with your
-mental Strike featureSupport us on Ko-Fi
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Art Credits
Cover — Eric Wilkerson
Page 1 — Sara Winters
Page 2 — Magali Villeneuve
Page 3 — Randy Vargas
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