Plane-Touched Warrior

Since the beginning, mortals have wanted power. Many look to the other planes to increase their knowledge and gain powers unheard of in the Material Plane. As such, it is common that the four elemental planes are called upon for this power. Warriors, fighters, mages, and even some paladins seek to use the elements to their advantage and in doing so, form bonds through rituals with the native beings known as genies.

Archetype

Fighters who take this archetype at level 3 form a telepathic bond with a genie native to one of the four elemental planes (Earth, Fire, Water, Air). Starting at level 3, pick one of the four elements. As you level, you will gain bonuses and other benefits associated with you plane listed below.

Once you pick a plane, you cannot pick another elemental plane.

Elemental Plane of Air

Fighters of the Elemental Plane of Air focus on harnessing their abilities into quick, focused strikes. They call upon the Djinni to form their bond infuse the accuracy and cutting edge of the wind with their weapons.

Path of Air

Beginning when you choose this path at 3rd level, your Djinni blesses you with the Mark of the Djinni. Your skin turns a light shade of blue and your base land speed increases by 10 feet.

In addition, you can hold your breath indefinitely while you are not incapacitated.

Windwalker

At 7th level, you move as graceful as the wind itself. You have a Fly speed of 30 feet and you have advantage on Dexterity Saving Throws.

Windcutter

At 10th level, you learn to harness the wind and focus it into a sharp edge for your blade. Once per long rest as a bonus action, you may enchant your blade to sharpen the edge. For 1 minute, your attacks ignore all resistances.

Zephyr's Blade

Starting at 15th level, the Djinni you formed a bond with enhances your weapons again. You now score a critical hit on a roll of 18 - 20.

Air Elementalist

Beginning at 18th level, your Djinni grants you mastery over the Elemental Plane of Air. Once per long rest, you may use your action to summon an Air Elemental. For the next hour, this elemental is your ally and will only attack who you command it to attack.

Elemental Plane of Fire

Fighters who take this bond call upon the Efreeti for their fiery command over the battlefield. Hot tempered and well versatile in creating as much destruction as possible in a short amount of time.

Path of Fire

Starting when you take this archetype at 3rd level, your Efreeti grants you the Mark of the Efreeti. Your skin turns to a boiling hot red and your hair glows and whips like fire.

As a bonus action, you can imbue your weapons to deal an additional 1d4 fire damage. This weapon's increased damage lasts for 1 minute and can only be used once per short rest. This damage scales to 2d4 at 7th level, 3d4 (10th level), 4d4 (15th level), and 5d4 (18th level).

In addition, you also gain resistance to fire damage.

Thermal Eyes

At 7th level, your Efreeti grants you thermal darkvision. You can see heat in dim light and darkness out to 60 feet. If you have darkvision from another previous source, your darkvision increases an additional 60 feet.

Pyromancer

Beginning at 10th level, your Efreeti infuses part of their fiery soul with yours, granting you the ability to cast the following spells:

Innate Spellcasting

Casts per Long Rest Spell (Spell Level) At-will Produce Flame 2/LongRest Hellish Rebuke (2nd-Level) 2/LongRest Burning Hands (2nd-Level) 1/LongRest Heat Metal (3rd-Level)

Your spellcasting ability is Constitution for these spells and they require no material components.