Elemental Warrior he forces of nature can be ruthless and overwhelming, raging infernos tearing through forests with ease, swirling blizzards freezing any and all that fall within, caustic acid bubbling to the surface and melting all that attempt to cross, even thunderstorms electrocuting and deafening those unfortunate enough to incur nature’s wrath. Those that learn to wield such forces, those that brave the dangers of attempting to tame the untamable, to control the uncontrollable, can become some of the most versatile and deadly fighters to face upon the battlefield. Known as Elemental Warriors by many, Conduits and Primals by others, they quickly establish themselves as powerful and dangerous enemies. Switching rapidly between shooting fire and ice from a distance, then getting in close to strike with hands and swords crackling with lightning, even retreating to lob corrosive acid and arrows that boom with thunderous force, they can quickly tear a bloody path through any defense they come up against. Bonus Proficiencies Beginning when you choose this archetype at 3rd level, your training and primal understanding grants you proficiency in Arcana, and twice proficiency in Nature. Channeler Starting at 3rd level, you have learned through meditation and training to channel the elemental energy constantly surrounding you, allowing you to absorb and manipulate it into a powerful offense. You learn one of the cantrips below, and can cast it as a bonus action. At 7th level, 10th level, 15th level and finally 18th level, you can choose another. Wisdom is your spellcasting ability score for these spells. Acid Splash You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Fire Bolt You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Ray of Frost A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). 1 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Shocking Grasp Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Thunderclap You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Primordial Shield At 7th level, The fundamental energies you wield grow stronger, and can bolster your defences when you channel them. When you cast one of your cantrips, you gain resistance to that type of damage until the start of your next turn. In addition, your cantrips ignore resistance to their damage type, and treat immunity as resistance instead. Overflowing Assault At 10th level, your martial combat and your energy weaving are becoming more intertwined, flowing between one another to form unpredictable and powerful attacks. You can now cast one of your cantrips instead of a usual attack whenever you take the Attack action on your turn. You can cast multiple different cantrips on the same turn. Elemental Strikes At 15th level, your weapons begin to resonate with the power you wield, they too becoming conduits. Your weapon attacks (including unarmed strikes) will now deal an additional damage die, the damage type being equal to the last cantrip cast. Primal Conduit At 18th level, your body becomes a perfect vessel, containing and manipulating the energy surrounding you without taking focus. You gain permanent resistance to acid, cold, fire, lightning and thunder. When your Primordial Shield is active, you instead gain immunity. In addition, when you use your Action Surge, you can choose to cast Elemental Bane at 5th level at the same time, except it does not require concentration and ignores immunity as well as resistance. Now on DNDBeyond! Check it out here: https://www.dndbeyond.com/subclasses/1545669- elemental-warrior Wanna help? Join the Patreon! It keeps the magic flowing: https://www.patreon.com/nagasarcana Follow us on Twitter! Memes and news galore: https://twitter.com/NagasArcana Follow us on Instagram! Even more memes and news: https://www.instagram.com/nagasarcana/ 2 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.