Planar Aspect (Fighter Subclass)

Planar Aspects are individuals with a close connection to one of the elemental, quasi-elemental or para-elemental planes, infusing them with innate powers.

### Extraplanar Power

Starting at 3rd level, you manifest a power drawn from a plane of elemental energy. You choose one of the following damage types: Fire, Cold, Poison, Acid, Lightning, or Thunder. When you perform an Advanced Tactic on your turn, you can choose to transmute the damage type of the entire attack to your damage type.

### Elemental Mind

Starting at 3rd level, you learn the Primordial language and gain proficiency in the Arcana skill. You can use Charisma as a modifier for your weapon attack and damage rolls.

### Conduit

Starting at 7th level you can produce raw energy corresponding to your damage type. You can replace one of your attacks on your attack action with a ranged spell attack that uses your Tactical DC, inflicting 1d10+your charisma modifier damage corresponding to your damage type. This attack has a range of 30 ft.

You gain resistance to your chosen damage type.

### Wellspring of energy

Starting at 10th level, you can spend a Tactical Die to attempt to cast a spell from the sorcerer spell list of 2nd level or lower. You must make an arcana check against a DC to cast the spell, with the DC being equal to 10+twice the spell's level. On a success, you cast the spell, using your Tactical Die as the spell DC and you can choose to transmute its damage type to your own damage type. On a fail, the Tactical Die is also spent.

### Equilibrium

Starting at 15th level, you can use a bonus action to spend one Hit Die to regain a Tactical Die. If you spend a Hit Die in this manner, you take necrotic damage equal to your Hit Dice.

Conversely, you may use a bonus action to spend a Tactical Die to gain a Hit Die.

### True Aspect

Starting at 18th level, you gain immunity to your chosen damage type. You can ignore resistances against your damage type and treat immunity as resistance.

## Planar Aspect Advanced Tactics

The following options are added to your list of Advanced Tactics to learn.

*Enchanted Weapon:* You use a bonus action to spend a Tactical Die to wreathe your energy around a weapon of a willing creature you can see within 30 ft of you. The next attack made with this weapon inflicts additional damage of your type equal to your Tactical Die. When you use this Advanced Tactic, you may spend any extra number of Tactical Dice to target more weapons with this enchantment. This effect lasts for 1 minute.

*Aspect Counter:* You use a bonus action to spend a Tactical Die, covering a shield you are wearing in your elemental energy for up to 1 minute. When a creature makes a melee attack against you and misses, you may use your reaction to blast energy at it as a counter. The triggering creature must make a dex save against your Tactical DC or take damage of your type equal to two rolls of your Tactical Die.

*Vitriolic Hex:* You use an action to place a minor hex on a creature you can see within 60 ft of you. If the targeted creature fails a wisdom save against your Tactical DC it is affected by the hex. Until the end of your next turn the target has vulnerability to your damage type. If it is immune, it becomes resistant, if it is resistant it becomes neutral. The hex is dispelled after it takes damage of this type.

*Conjured Companion:* You use an action to create an imitation of a familiar made from your energy, lasting for 1 hour or until dispelled. This companion has the same traits as a familiar, with several added features:

You add your Tactical Die to its HP and AC

It has resistance to your damage type