{"name":"Elemental Assailant","overview":"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 [b]Elemental Assailants[\/b].\r\nFor Elemental Assailants have not just studied the elements, they have partially become \"of\" the elements.\r\n[br]\r\nElemental 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.\r\n[br]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.\r\n[br]\r\nElemental Assailants are fast, ferocious and analytical fighters, dashing around a combat zone and taking split-second reactions to control the course of a battle.\r\n[br]\r\n[h1]Versatile Fighters[\/h1]\r\nElemental Assailants\r\n\r\nElemental Channeling\r\n\r\n\r\n\r\nElemental 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\r\nthe equipment granted by your background:\r\n[ul]\r\n[li](a) a light crossbow and 20 bolts or (b) any simple weapon[\/li]\r\n[li](a) a dungeoneer's pack, (b) an explorer's pack or (c) a scholar's pack[\/li]\r\n[li]Leather armor, two daggers, and tools according your tools' proficiency[\/li]\r\n[\/ul]\r\n","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\r\nfor an Elemental Assailant spell you cast and when making an attack roll with one.\r\n[center][b]Spell save DC = 8 + your proficiency bonus +[\/b][\/center][center][b]your Intelligence modifier[\/b][\/center][center][b]Spell attack modifier = your proficiency bonus +[\/b][\/center][center][b]your Intelligence modifier[\/b][\/center]","class_features":"[h1]Elemental Evasion[\/h1]\r\nThe 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.\r\nBeginning at 1st level, while you are wearing no armour or light armour, you may add your [b]Intelligence modifier[\/b] as well as your [b]Dexterity modifier[\/b] to your [b]AC[\/b].\r\n\r\n[h1]Assailed by the Elements[\/h1]\r\nFrom 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 [b]blades of slicing[\/b] [b]wind[\/b] 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.\r\n[br]\r\nAltenatively, as an action, you may hurl a [b]fiery arrow[\/b] at a creature within 60ft. range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 fire damage.\r\n[h1]Gift of the Elements[\/h1]\r\nAt 1st level you get access to basic elemental powers and they are as follows:\r\n[ul]\r\n[li]Water: As a bonus action you may imbue your Elemental Infusion with additional power. Add +2 to every Elemental Infusion die rolled.[\/li]\r\n[li]Fire:\u00a0[\/li]\r\n[li]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\u00a0next round.[\/li]\r\n[li]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\u00a0round.[\/li]\r\n[\/ul]\r\n[h1]Elemental Infusion[\/h1]\r\n","subclass_options":"","table_data":"Level | Proficiency Bonus | XP | XP | Abilities\r\n1 | +2 | 0 | Favored Enemy, Natural Explorer","jsondata":"","tags":"","isShared":"on","templateId":"5460","blockId":"609015","world":"51900522-b37b-4ae3-affe-562fc145df1b","folder":"4405"}