Few can access the raw powers of the elements and even fewer have mastery over them. Wizards may dabble in frost and fire magic, may shape the earth and take to the skies but they are callow younglings in their comprehension of the elemental forces compared to Elemental Assailants.
For Elemental Assailants have not just studied the elements, they have partially become "of" the elements.
Elemental Assailants have exposed themselves to the primordial forces of the world, have dwelled near elemental nexi and let themselves be infused by elemental powers. This process is oftentimes accompanied by rigorous physical regimens which have toughened their bodies and disciplined their minds. And indeed they seek mastery through practice and training, not unlike monks. But unalike monks Elemental Assailants don't necessarily seek balance. They train to unleash elemental forces on the battlefield.
As such they are formidable foes, wielding swords of slicing winds and summoning arrows of flame. They can disperse like shifting water before their enemies and become one with the earth, travelling unseen. Elemental Assailants can deftly move around the battlefield and dispatch foes with elemental might but just as much may aid their comrades: cauterize their wounds or flush poisons from their blood, speed their allies' attacks and summon cleansing winds to free spell-addled minds.
Elemental Assailants are fast, ferocious and analytical fighters, dashing around a combat zone and taking split-second reactions to control the course of a battle.
Versatile Fighters
Elemental Assailants
Elemental Channeling
Elemental Rituals, Channeling, Siphon, flux, gush, flurry, torrent, wave, alacrity, fervour, thrust, charge, barrage
hit dice:
1d8 per Elemental Assailant level
hit points at 1st level:
8 + your Constitution modifier
hit points at higher levels:
1 d8 (or 5) + your Constitution modifier per Elemental Assailant level after 1st
armor proficiencies:
Light armour
weapon proficiencies:
Simple weapons, shortswords
tools:
Choose any type of artisan's tools or one musical instrument
saving throws:
Dexterity, Intelligence
skills:
Choose two from Acrobatics, Arcana, Athletics, History, Medicine and Nature
starting equipment:
You start with the following equipment, in addition to
the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a dungeoneer's pack, (b) an explorer's pack or (c) a scholar's pack
- Leather armor, two daggers, and tools according your tools' proficiency
spellcasting:
Intelligence is your spellcasting ability for your Elemental Assailant's spells and spell-like abilities. So use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC
for an Elemental Assailant spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus +
your Intelligence modifier
Spell attack modifier = your proficiency bonus +
your Intelligence modifier
class features:
Elemental Evasion
The elements infuse your body and make you either hardier or harder to hit. Your skin might be tough as stone, your reflexes quick as the wind and a fiery haze or watery dispersal might make you harder to hit.
Beginning at 1st level, while you are wearing no armour or light armour, you may add your Intelligence modifier as well as your Dexterity modifier to your AC.
Assailed by the Elements
From 1st level on you can use the destructive forces of the elements to deal damage. You may summon two spectral scimitars to your side. You can control these blades of slicing wind to make one attack each using your proficiency bonus and your Intelligence modifier as an attack roll. Each blade does 1d8 plus your Intelligence modifier as slashing damage. Be aware that an offhand attack is a bonus action and you will not be able to attack with your offhand in the round that you summoned the spectral scimitars.
Altenatively, as an action, you may hurl a fiery arrow at a creature within 60ft. range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 fire damage.
Gift of the Elements
At 1st level you get access to basic elemental powers and they are as follows:
- Water: As a bonus action you may imbue your Elemental Infusion with additional power. Add +2 to every Elemental Infusion die rolled.
- Fire:
- Earth: As a reaction, temporarily harden your skin to protect yourself from an incoming blow. Add +2 to your AC until the end of your next round.
- Wind: As a bonus action you can call on the elemental winds to propel you forward. Add 20ft. to your movement speed until the end of your next round.
Elemental Infusion
subclass options:
Level | Proficiency Bonus | XP | XP | Abilities |
---|
1 | +2 | 0 | Favored Enemy, Natural Explorer |