Elemental Blade

Most Fighters use simple steel to destroy their enemies, not these warriors, using the arcane elements to drive fear into their enemies. they attempt to exploit the weaknesses of their enemies.

Arcane Blade

At 3rd level, you gain the use of arcane charges, the number of arcane charges you have is your charisma modifer plus your proficency bonus. As a bonus action, you can use an arcane charge to change the damage type of a weapon that you hold from Bludeoning, Slashing, or Piercing damage to Acid, Cold, Fire, or Lightening damage. This effect lasts for one minute, ending if you fall unconcious or release the weapon. Ammunition does not lose this effect until after they hit their target or miss it. You regain your charges at the end of a short or long rest. Alternatively, if you use two charges, you can create a weapon of your choice to appear in your hand dealing one of the damage types that is avaliable from Arcane Blade. The weapon's damage dice is of the damage dice of the weapon it takes its apperance of.

Power of the Arcane

At 3rd level, on a hit, while Arcane Blade is active, once per round, by spending an arcane charge, you can choose to deal an additional 1d6 of the damage type of Arcane Blade. This increases to 2d6 at 10th level and to 3d6 at 18th level.

Slash of the Elements

At 7th level, when your arcane blade feature is active, by spending an arcane charge, you can use a new attack option that you can use with the attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Charisma modifier to its attack and damage rolls. Its damage is of the same type as your Arcane Blade feature and it deals 1d8 damage. It increases to a 1d12 at 15th level. Creatures in a 10 foot radius need to make a dexterity saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or they take the damage as well.

Form of the Elements

At 7th level, you gain advantage on skill checks depending on what the last damage type you used from arcane blade. Acid gives advantage on medicine checks. Cold gives advanatage on stealth checks. Fire gives advantage on survival checks. Lightning gives advantage on Arcana checks.

Arcane Retribution

At 10th level, when your Arcane Blade feature is active and a creature within 5 feet of you that you can see hits you with an attack, as part of your reaction, you can spend an arcane charge to cause all creatures within 5 feet of you to make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifer). On a failure, they take 2d10 damage of the same type as your Arcane Blade, and half as much on a successful one.

Power of the Arcane

At 15th level, you can spend an arcane charge before you make an attack roll. If the attack hits, you deal damage to the target of the attack, as well as to one creature adjacent to the target, with the damage being that of the base weapon damage. If the attack misses, the charge is still spent.

Arcane Resistence

Starting at 18th level, by spending an arcane charge, you can give yourself advantage on saving throws against effects that deal Acid, Fire, Cold, or Lightening Damage. If, after using this ability, you take damage from a spell that, on a sucessful save you would take half, you can instead expend another arcane charge to take no damage instead. If an effect that deals the previous listed damage makes an attack roll against you, you can expend a charge to roll your base weapon dice damage to reduce the attack roll by that ammount.