Elemental Smith

Air, Earth, Water and Fire. The Elemental Smith has mastered the art of uniting these elements with their weapons. Using magical runes, the Elemental Smith only has to utter a single word to unleash the power within their weapon, whether using an arrow imbued with the power of fire to light a palisade on fire, or a pike imbued with the power of air to keep an enemy away from their allies. These elements augment their already well refined fighting skills and serve to make them dangerous warriors on the battlefield. These fighters can make even the most ordinary of weapons into whirlwinds of power.

Elemental Runes

When you choose this archetype at 3rd level, you gain the ability to imbue your weapons with magical runes. At the end of a short or long rest, you can imbue one non-magical weapon that is a simple or martial weapon with a rune. An object may not be imbued with more than one rune. Until the end of your next short or long rest or until you die, the weapon becomes a magical weapon and gains one of the following elemental types; Air, Earth, Fire or Water

The weapon gains 3 charges for each rune, to use on elemental effects based upon the elemental type of rune you choose to imbue. When all 3 charges are used, the weapon reverts back to its original form and becomes a non-magical object once more. Only you can activate these elemental effects.

You gain another charge at 7th level, and one more at 15th level.

DC Save: 8 + Intelligence Modifier + Proficiency Modifier

At 3rd level you can use the following elemental effects. You may only use an elemental effect once per turn.

Air: When you hit a creature with a weapon attack, you can expend one charge to attempt to push the target back with a gust of wind. The target takes an additional 1d6 bludgeoning damage and if the target is Large or smaller, it must make a Strength saving throw. On a failed saving throw, you push the target up to 15 feet away from you.

Earth: When you hit a creature with a weapon attack, you can expend one charge to cover your weapon in stone. The target takes an additional 1d6 bludgeoning damage and the creature’s movement is reduced by 10 ft. as a light layer of stone begins to form around them. (This effect is cumulative, but the creature may use their action to attempt a Strength saving throw in order to "break free" of this effect.)

Fire: When you hit a creature with a weapon attack, you can expend one charge to light your weapon aflame. The target takes an additional 1d6 fire damage and must make a Dexterity saving throw. On a failed saving throw, it takes an additional 1d6 fire damage.

Water: When you hit a creature with a weapon attack, you can expend one charge to cover your weapon in a chilling ice. The target takes an additional 1d6 cold damage and must make a Constitution saving throw. On a failed saving throw, it has disadvantage on its next attack roll.

At 3rd level, you gain proficiency with one of the following tools of your choice, as it pertains to how you imbue your weapons with runes: Calligrapher's Supplies, Painter's Supplies, Smith's Tools, Tinker's Tools, Woodcarver's Tools, or Jewelers Tools.

Improved Rune Usage

Starting at 7th level, you have learned how to channel the rune’s to better protect yourself, and you can now use the following elemental effects. You may still only use an elemental effect once per turn.

Air: When a creature attacks you, you can expend one charge to surround yourself with a current of air and use your reaction to impose disadvantage on all attack rolls against you until the start of your next turn.

Earth: When a creature attacks you, you can expend one charge to cover yourself in stone and use your reaction to gain resistance against bludgeoning, slashing, and piercing damage until the start of your next turn.

Fire: When a creature attacks you with a melee attack, you can expend one charge to shoot out a stream of fire against the attacker, and use your reaction to force the creature to make a Dexterity saving throw. On a failed save, the target takes 2d6 fire damage, and half as much on a success.

Water: When a creature attacks you, you can expend one charge to create a barrier of ice around your weapon, and you gain +5 AC until the start of your next turn.

Improved Runes

At 10th level, your d6 rune damage dice turn into d8s. At 18th level, they become d10s. In addition, instead of imbuing a non-magical object that is a simple or martial weapon, you may now imbue a magical object that is a simple or martial weapon with a rune at the end of a long rest or short rest. Magical objects with runes follow all the same rules as non-magical objects.

Rune Compatibility

Starting at 15th level, when you take a long rest or short rest, you can imbue a non-magical object that is a simple or martial weapon with 2 magical runes instead of 1. However you may still only imbue a single rune into a magical object.