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Swordsoul Elementalist

This revised class was given to the godkin known as Aelorian by the god Solarin who made a deal with the elemental gods to give Aelorian there blessings, it allows for a versatile and powerful character capable of fighting and controlling various elemental powers through a sword. The Swordsoul Elementalist can eventually master all elemental pathways, making it adaptable to a wide range of playstyles and character concepts, with continuous enhancement to their Radiant Fist ability.
hit dice: 1d12
hit points at 1st level: 12 + your Constitution modifier
hit points at higher levels: 1d12 + your Constitution modifier
armor proficiencies: Light armor, medium armor
weapon proficiencies: Any Sword
tools: None
saving throws: Strength, Charisma
skills: Athletics, Perception, Religion
starting equipment:

  • A longsword

  • An explorer's pack

  • A set of light armor and a component pouch


spellcasting:
class features:
1st Level:
  • Elemental Infusion: Choose one elemental type and gain the abilities related to that element. Each elemental pathway provides unique abilities as you level up.
  2nd Level:
  • Elemental Wall: By performing a upwards slash you can create aelemental wall of any pathway you have access too. you can use this twice per short rest + Dex modifier.
  3rd Level:
  • Elemental Pathways: Choose a secondary elemental path to follow and gain access to the abilitys up to your current level of that pathway.
  4th Level:
  • Ability Score Improvement: You can increase one ability score by 2, or two ability scores by 1 each. You can't increase an ability score above 20 using this feature.
  5th Level:
  • Multi-Attack: You can attack twice, instead of once, whenever you take the Attack action on your turn.
  • Twin-Sword Proficiency: you gain the skill to wield two swords in each hand, however you must be able to weild them with one hand.
  6th Level:
  • Elemental Armour Teir I: You can use the ability Elemental Armour at its base teir from any of the different pathways you have unlocked. You can use your Elemental Armour for 1 battle every long rest.
  • Elemental Beginer: Choose an additional elemental pathway you have not previously chosen. You gain access to the abilitys up to your current level of that pathway.
  7th Level:
  • Sword Mastery: You become truly a master of the sword, you gain +2 slashing damage For every +1 on Attack Bounus .
  8th Level:
  • Ability Score Improvement: You can increase one ability score by 2, or two ability scores by 1 each. You can't increase an ability score above 20 using this feature.
  9th Level:
  • Elemental Burst: As an action, you can unleash a burst of elemental energy in a 30-foot radius. Choose one element you have mastered; each creature in the area must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, they take 6d6 damage of that type, or half as much on a successful save. You can use this feature once per long rest.
  • Elemental Blade: You can create a elemental blade of any pathway you have access too, each sword has different properties,buffs and uses, however you can only use the abilitys of the correspending elemental pathways with each sword. You can make a sword at any time but while in combat it takes 1 bounus action to do so.
  10th Level:
  • Elemental Versatility: You can learn an additional elemental pathway that you did not initially choose. You gain access to the abilitys up to your current level of that pathway.
  • Elemental Armour Teir II:
  11th Level:
  • Elemental Master: You can choose one elemental pathway that you did not initially choose. You gain access to the abilitys up to your current level of that pathtway.
  12th Level:
  • You can increase one ability score by 2, or two ability scores by 1 each. You can't increase an ability score above 20 using this feature.
  • Elemental Armour Teir III:
  13th Level:
  • Elemental Savant: You gain access to another elemental pathway you have not previously chosen. You gain access to the abilitys up to your current level of that pathway.
  14th Level:
  • Ultimate Elemental Mastery: You can use your Elemental Burst feature twice per long rest.
  • Elemental Armour Teir IV:
  15th Level:
  • Elemental Convergence: Once per long rest, as an attack you can use the ability Elemental Convergence which is a slashing move that deals 3d6 per elemental damage of each type you have mastered.
  • Ability Score Improvement: You can increase one ability score by 2, or two ability scores by 1 each. You can't increase an ability score above 20 using this feature.
  17th Level:
  • Elemental Ascendant: Choose an additional elemental pathway you have not previously chosen. You gain access to the abilitys up to your current level of that pathway.
  18th Level:
  • Elemental Armour Teir V:
  19th Level:
  • Ability Score Improvement: You can increase one ability score by 2, or two ability scores by 1 each. You can't increase an ability score above 20 using this feature.
  20th Level:
  • Master of All Elements: You gain access to all elemental pathways and there abilitys.
  • Elemental Zenith: You are given the Sword Elemental Zenith.
subclass options:
Subclasses: Elemental Pathways     [Path of Light]   Blessing of Light:   -Light Resistance: Gain a advantage on taking damage when being attacked with Holy/Radiant damage.   -Shining Light: you can summon a small ball of light to light up an area .   -Divine Restration: When taken below a quarter health you regain 1d4 + Level hit points as a bonus action. You can use Divine Restration once + Wisdom modifier per short rest.  
  • 1st Level : You gain the ability Light Blade: you imbue your sword radiance making it glow extremely bright (can be used as a light source) when it touches something it deals 2 Holy damage + Charisma modifier.
  • 2nd Level: You gain the abilities:
 
    Wall of Light:
 
    Light Beam: When pointing your sword at your target you can send a beam of light in a straight line up to 15ft dealing 1d8 Holy damage + Charisma modifier, shooting this beam at a flammable object (e.g: wood) it will set alight or char it.
 
  • 3rd Level: You gain the abilities:
 
    Holy Field: You put your hands together and channel energy into an aura, which then expands into a 60ft pyramid. all living creatures that bare a want to harm you must roll a wisdom saving throw, if they fail they have a disadvantage on attack roll against you, if a creature is undead they have half damage on attack roll.
 
  • 6th Level: You gain the abilities:
 
    Golden Vow Armour Teir I:
  1. AC of 15
  2. Holy Immunity I: when attacked with Holy damage take 3/4's of the damage
 
  • 9th Level: You gain the abilities:
 
  • Celestial Sabre:
 
  1. Disintagration Ray: You Raise your sword in the air and say "Disintagration" and then bring your sword down, after doing this a beam of light (10ft,10ft circle) will come down from the sky hitting your target to a max of 30ft in front of you and dealing 4d12 Holy damage + Charisma modifier. anyone hit in the radius has to make a dex saving throw and beat your spell save, if they pass half the damage. Any object in the circle except for the ground with an AC of less than 10 will be disintegrated.
 
  • 11th Level: You gain the abilities:
  [Path of Darkness/Space]   Blessing of Darkness:   -Gain an advantage on taking damage when being attacked with Necrotic damage  
  • 1st Level: You gain the ability Dark Slash: your blade is covered in darkness, and when you swing it sends a dark slash projectile(5ft,1ft) in a straight line up to 20ft dealing 1d8 Necrotic damage + Charisma modifier.
  • 2nd Level: You gain the abilities:
 
    Wall of Darkness:
 
  • 3rd Level: You gain the abilities:
  • 6th Level: You gain the abilities:
 
    Void Armour Tier I:
 
  • 9th Level: You gain the abilities:
 
    Ecliptic edge:
 
  • 11th Level: You gain the abilities:
    [Path of Fire]   Blessing of Fire:  
-Bolstering Flame: When igniting your sword your attack bonus for your weapon decides the size of the swords flame (every +1 the flame grows (length- 1ft+, width - 1ft) gaining +1 fire damage each time).
-Gain an advantage on taking damage when being attacked with Fire damage.  
  • 1st Level: You gain the ability Blazing Cleave: When you set your sword of fire, attacking a target deals 1d8 Fire damage + Charisma modifier.
  • 2nd Level: You gain the abilities:
 
    Wall of Fire:
 
    Searing Detonation: after making contact with a target you can activate Searing Detonation Exploding a 4ft,4ft area, anyone in that area is burned and takes every turn its applied 1d8 fire damage (how many turns its applied is equal to your Charisma modifier)
   
  • 3rd Level: You gain the abilities:
 
    Inferno Spiral: After you set a sword ablaze and spin it round making a fire circle around yourself, you can then send it outwards from you hitting whoever's within 10ft of you dealing 1d10 Fire damage + Charisma modifier.
 
    Downfall of Cinder: Rasing you sword in the air channels a flame at the end of your blade which then shoots up 20ft in the air and rains down a bombardment of flaming cinder dealing 2d8 + Charisma modifier.
 
  • 6th Level: You gain the abilities:
 
    Infernal Armour Tier I:
 
    Flames of Gehenna:
 
  • 9th Level: You gain the abilities:
   
    Flamebrand Curve:
   
  • 11th Level: You gain the abilities:
    [Path of Water/Ice]   Blessing of Water:   -Gain an advantage on taking damage when being attacked with Water or ice damage  
  • 1st Level: You gain the ability Tidal Slash: Deals 1d8 Water damage + Charisma modifier.
  • 2nd Level: You gain the abilities:
 
    Wall of Water:
 
  • 3rd Level: You gain the abilities:
  • 6th Level: You gain the abilities:
 
    Bifrost Armour Tier I:
 
  • 9th Level: You gain the abilities:
 
    Frostfall Blade:
 
  • 11th Level: You gain the abilities:
    [Path of Air]   Blessing of Air:   -Enhanced movement: You gain 10ft onto your current movement speed   -Enhanced Reaction: Gain an advantage on Initiative rolls.  
  • 1st Level: You gain the ability Gale Cutter: when your sword is swung create a whirlwind and send those hit 10ft in the air, when making contact with anything like a person or the ground it causes 1d4 Bludgeoning + Charisma modifier, on their next turn there movement is cut in half and gain a disadvantage on attack rolls.
  • 2nd Level: You gain the abilities:
 
    Wall of Wind
 
  • 3rd Level: You gain the abilities:
  • 6th Level: You gain the abilities:
 
    Vortex Armour:
 
  • 9th Level: You gain the abilities:
 
    Cloud Slasher:
 
  • 11th Level: You gain the abilities:
    [Path of Earth/Nature]   Blessing of earth:    
  • 1st Level: You gain the ability Stone Surge Strike: if you hit the ground with your sword you make rocks fly out the ground hiting choesn targets targets dealing 1d4 + Charisma modifier Bludgeoning damage per rock (Roll 1d4 for how many rocks).
  • 2nd Level: You gain the abilities:
 
    Wall of Earth:
 
  • 3rd Level: You gain the abilities:
  • 6th Level: You gain the abilities:
   
    Mountain Armour Tier I:
     
  • 9th Level: You gain the abilities:
 
    Earthbreaker Greatsword:
 
  • 11th Level: You gain the abilities:
    [Path of Lightning/Electricity]   Blessing of Lightning:  
  • 1st Level: You gain the ability Thunderclap Strike: You can move to a target within 6ft in an instant and strike them 1d8 Lighting damage + Charisma modifier. When something is hit with Thunderclap Strike it makes a large boom sound Disorientating those in a 10ft area excluding yourself, if affected you have a Disadvantage on Wisdom Saving Throws.
  • 2nd Level: You gain the abilities:
   
    Wave of Lightning: You gain the ability Wave of Lightning which send out a wave of lightning in a 6ft cone traveling 10ft, if anyone is hit with it has to roll a Con saving throw, if its a fail take 1d4 damage + Charisma modifier lightning and the target is immobilized for a round, if its a pass you take half damge.
   
  • 3rd Level: You gain the abilities:
 
    Lightning Strike: You gain the ability Lightning Strike, you raise your sword in the air and thrust it up, lightning will stike a target in a 20ft rage dealing 2d6 + Charisma modifier lightning damage, they must also roll a charisma saving throw if it fail the target is paralized.
 
  • 6th Level: You gain the abilities:
 
    Electroplate Armour Tier I:
 
  • 9th Level: You gain the abilities:
 
    Thunderstrike blade:
 
  • 11th Level: You gain the abilities:
    [Path of Nature]   Blessing of Nature:   -Nature's Gift: you can understand the nature around you like the trees who can give you assistance if asked correctly.   -Nature Friend: peaceful animals and wildlife see you as a trusted ally and friend.   -Poison Resistance: Gain an advantage on taking damage when being attacked with Poison damage  
  • 1st Level: You gain the ability Thornwhip: You channel Nature's blessing into your sword growing 4 Thorn vines which can be used as whips, if a target is hit it deals 1d4 poison damage + Charisma modifier per vine.
  • 2nd Level: You gain the abilities:
 
    Wall of Nature:
 
  • 3rd Level: You gain the abilities:
  • 6th Level: You gain the abilities:
 
    Elderwood Armour Tier I:
 
  • 9th Level: You gain the abilities:
 
    Blossomblade:
 
  • 11th Level: You gain the abilities:

Created by

Uliptis.

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