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 you gain a flying speed equal to your normal movement speed.

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. Your base land speed is increased to 40 feet and you have advantage on Dexterity Saving Throws.

Windcutter

At 10th level, your Djinni blesses your weapons. When you make an attack with a melee or ranged weapon, you score a critical hit on a roll of 19 or 20.

Improved Windcutter

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.

The elemental acts on your turn in the Initiative Count. The statistics for the elemental are the same listed in the Monster Manual.

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 damag. This extra damage lasts for 1 minute and can only be used once per long rest.

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.

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

Cast per day Spell (Spell Slot Level) At-will Produce Flame 2/day Hellish Rebuke (2nd-Level), Burning Hands (2nd-Level) 1/day Heat Metal (3rd-Level)

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

Beacon of Hope

At 15th level, your body becomes a burning brazier that banishes the darkness. As an action, you can cause your body to erupt in a fiery glow. You emit bright light out to 15 feet and dim light out to 30 feet.

In addition, all allies within 20 feet of you receive an additional 2d4 fire damage to all their melee and ranged weapon attacks. This ability lasts for one minute or until you use a bonus action to dismiss the effect. You may only use this ability once per long rest.

Final Resolution

At 18th level, your Efreeti has fully melded with your body. Once per long rest you can use their power to become a humanoid fire elemental as a bonus action. When you use this bonus action, you may choose up to two creatures you see to be unaffected by you. At the start of your turn while this ability is active, you take 1d6 fire damage. This damage cannot be resisted. However, all creatures within 15 feet of you that were not designated take 5d10 fire damage at the start of their turns.