🦸‍♀️(Legacy) 5e - Warrior of the Elements🦸‍♀️

The tradition of the Four Elements encompasses Adepts who tap into the power of the Elements through their practice of martial arts. Some of these Adepts focus on a single element, learning to wreathe their fists in fire and cause explosive bursts of flame, or to wield mighty gusts of icy wind. Others weave the elements together and learn a variety of techniques to harness the appropriate elemental force for each particular circumstance.

Level 3: Elemental Attunement

You have attuned yourself with the elemental forces of the multiverse. You know the ☄️Elementalism cantrip.

In addition, at the start of your turn, you can spend 1 exertion to imbue yourself with elemental energy. The energy lasts for 10 minutes or until you have the ☠️Incapacitated condition. You gain the following benefits for the duration:

Elemental Strikes: Whenever you hit with your Unarmed Strike, you can cause it to deal your choice of Acid, Cold, Fire, or Lightning damage rather than its normal damage type. When you deal one of these types with your Unarmed Strike, you can also force the target to make a STR Save. Failure: You can move the target up to 10 feet toward or away from you, as elemental energy swirls around it.
Also once on each of your turns, you can deal extra damage to a target equal to one roll of your Martial Arts die when you hit it with an Unarmed Strike.

Reach: When you make an Unarmed Strike, your reach is 10 feet greater than normal, as elemental energy extends from you.

Level 6: Environmental Burst

As a Magic Action, you can spend 1 exertion to cause environmental energy to burst in a 20-foot-radius sphere centered on a point within 120 feet of yourself. Choose a damage type: Acid, Cold, Fire, or Lightning.

Each creature in the sphere must make a DEX Save. Failure: The Target takes damage of the chosen type equal to 3 x your Martial Arts die. Success: The Target takes half damage.

You can spend additional exertion (up to your WIS modifier) to increase the damage dealt by 1 roll on your Martial Arts die per exertion spent.

Level 9: Stride of the Elements

When you use your Step of the Wind, you gain a Fly Speed and Swim Speed equal to your Speed for 10 minutes.

Level 13: Elemental Blasts

When you use your Flurry of Blows Feature, you can cast one of the following cantrips instead of making an additional unarmed attack. Your spellcasting ability for those cantrips is WIS: ☄️Acid Splash, ☄️Firebolt, ☄️Frostbite, ☄️Lightning Lure

Level 17: Elemental Epitome

When you use the Elemental Attunement feature, you also gain the following benefits for the duration:

Damage Resistance: You gain resistance to one of the following damage types of your choice: Acid, Cold, Fire, or Lightning. At the start of each of your turns, you can change this choice.

Destructive Stride: When you use your Step of the Wind, your Speed increases by 30 feet until the end of the turn. For that duration, any creature of your choice takes damage equal to three rolls of your Martial Arts die when you enter a space within 5 feet of it. The damage is the same type you chose for this feature’s damage resistance. A creature can take this damage only once per turn.

Empowered Strikes: The extra damage dealt my your Elemental Strikes Feature increases to two rolls on you martial arts die.