Theme: Elemental Focus

## Master the Elements

The Elemental Focus Theme grants Characters the Warrior or Tactician Archetype the ability to tap into elemental powers, which they hone and harness as an integral part of their martial arts. Characters with this theme learn and study a range of Martial Stances inspired by the Elements. Each Stance a Character learns as part of this theme grants them access to a number of spells associated with the Element that inspires it.

This Theme is principally inspired by the Avatar: The Last Airbender TV series, however just as that TV series is itself an interpretation of a broad range of Asian folktales and stories, this Theme may be used to help bring to life some of those original influences. It may also be used to realize a range of martial characters with an affinity for particular elements.

Characters which choose this Theme may decide to focus on a range of different Stances, granting them a broad range of different stances and abilities. Others may choose to focus on stances from one of the four core elements, Water, Earth, Fire or Air, and in doing so gain a set of powerful spells associated with those elements. It is also possible to take a hybrid approach. Players have the freedom through this Theme to customize their Characters with many different combinations of Stances and associated Spells, and we therefore recommend Players explore the potential options and combinations carefully when they gain their subclass benefits.

## Prerequisites

The Elemental Focus Theme is available to the Warrior Archetype only.

It is well suited for High Fantasy settings involving heroic exploits and cinematic action.

## Level 3 Features

At Level 3 your Character gains the following features:

### Stamina Based Spellcasting

You have learned how to channel different Elemental Magics by expending your Stamina.

#### Spells Known List

* As you gain levels in this Theme you learn Spells associated with the Elemental Stances you learn.
* The Spells you learn are considered as being from the Creation Tradition of Magic, even if they do not normally appear on that List.

* Spells learned through this Theme are referred to as Elemental Spells.

#### Spellcasting Ability

* Your Spellcasting Ability Modifier for Casting Elemental Spells is your Awareness.
	+ If you gain the Elemental Spellcasting Feature through another Theme and it uses a different Spellcasting Ability Modifier, you may use that Modifier instead of Awareness.
* You use this Ability Modifier whenever an Elemental Spell refers to your Spellcasting Ability.
* In addition, you use this Ability Modifier when setting the Saving Throw DC for an Elemental Spell you Cast and when making an Attack roll for such a Spell.
	+ Spell save DC = 8 + your Proficiency bonus + your Awareness Ability Modifier
	+ Spell Attack Modifier = your Proficiency bonus + your Awareness Ability Modifier

#### Stamina Based Spellcasting

* Levelled Elemental Spells may be Cast using your Stamina.
* The Stamina Cost required to Cast an Elemental Spell is equal to one plus the Spell's Level.
	+ If you have access to other means of Casting Elemental Spells, such Spell Slots through another Archetype or as part of the Elemental Fury's Theme's Rage, you may Cast your Levelled Spells using these also. However you may not expend Stamina to use Spells which are not Elemental Spells.
* You may also expend additional Stamina points to Upcast a Spell if it is capable of being Upcast. The maximum number of Stamina Points you may expend on a Spell increases as you gain Levels in the Archetype you gained this Theme through.

Maximum Stamina per Casting
Level
 Lvl 5-8
 Lvl 9-12
 Lvl 13-16
 Lvl 17-20

#### Cantrips

* Cantrips are a subset of Spells which you may Cast without expending Stamina or a Spell Slot.

#### Ritual Casting

* You can Cast any Spell you have learned as a Ritual if that Spell has the ritual tag.
* The duration to Cast a Ritual is the Spell's usual casting time plus 10 minutes.
* When you Cast a Spell as a Ritual you do not expend Stamina or Spell Slots.
* Casting a Spell as a Ritual requires you maintain Concentration on the Spell throughout performing the Ritual.

#### Martial Arts Spell Casting

* You may ignore the requirement to provide Somatic, Material or Verbal Components to Cast Elemental Spells, as you are able to summon forth magic through the movements of your body.

### Elemental Stance

* As part of your training to control the Elements, you learn one of the following Basic Elemental Martial Stances: Water, Earth, Fire or Air.
* The rules for using Martial Stances and the benefits each Stance grants is presented at the end of this Theme.
* When you learn a Stance through this Feature, you learn the Elemental Spells associated with that Stance.

### Elemental Flurry

* Once per Turn, you may replace a Weapon Attack you make with the Casting of an Elemental Spell you know, provided it has a Casting time of an Action or a Bonus Action.

## Level 6 Features

At level 6 your Character gains the following features:

### Advanced Elemental Stances

* You learn an additional Elemental Stance
* You may choose one of the following Advanced Elemental Stances: Ice, Metal, Electric, Wood
* Alternatively you may choose one of the Elemental Stances available to you from this Theme at Level 3.
* When you learn a Stance through this Feature, you learn the Elemental Spells associated with that Stance.

## Level 10 Features

At level 10 your Character gains the following features:

### Advanced Elemental Stances

* You learn an additional Elemental Stance
* You may choose one of the following Advanced Elemental Stances, provided you meet any prerequisites for learning that Stance: Rain, Hill, Wildfire, Gale
* Alternatively you may choose one of the Elemental Stances available to you from this Theme at Level 3 or 6.
* When you learn a Stance through this Feature, you learn the Elemental Spells associated with that Stance.

Advanced Elemental Spells
Level in This Archetype
Level
Cost
(Requires Water Stance)
(Requires Earth Stance)
(Requires Fire Stance)
 13

## Level 14 Features

At level 14 your Character gains the following features:

### Advanced Elemental Stances

* You learn an additional Elemental Stance,
* You may choose one of the following Advanced Elemental Stances, provided you meet any prerequisites for learning that Stance: Flood, Mountain, Eruption, Hurricane
* Alternatively you may choose one of the Elemental Stances available to you from this Theme at Level 3, 6 or 10.
* When you learn a Stance through this Feature, you learn the Elemental Spells associated with that Stance.

Advanced Elemental Spells
Level in This Archetype
Level
Cost
(Requires Rain Stance)
(Requires Hill Stance)
(Requires Wildfire Stance)
 17

## Elemental Stance Options

### Entering into a Stance

All Stances require a Character spend a Bonus Action to enter into the Stance.

All Stances require a Character expend Stamina to enter into the Stance. The Stamina required is described by the Stance.

When you enter into a Stance you gain the benefits of that Stance until it ends (see Ending a Stance)

Additionally, if you were Concentrating on another effect, such as another Stance or a Spell, the effects of that Stance or Spell end (see Concentration).

### Concentration

Using a Stance requires great focus. When you use a Stance you are considered to be Concentrating on the Stance, as you would Concentrate when maintaining some Spells.

Any previous effects relying on your Concentration, such as other Stances or Spells immediately end when you enter into a Stance.

Damage and Environmental effects do not provoke Concentration Checks to maintain a Stance (you have practiced to maintain a Stance in the heat of battle) however effects which would otherwise end your Concentration, such as the Incapacitated condition, will end your Concentration.

### Ending a Stance

The benefits and detriments of a Stance last for 1 minute, or until your Concentration on the Stance ends (e.g. you are Incapacitated or enter into a different Stance).

You may also choose to end the effects of a Stance at any time (no Action required).

#### Water Elemental Stances

Water elemental stances include flowing, shifting movements which are difficult to predict, allowing you to weave and dance around your enemy with ease.

#### Water Stance

*Basic Stance, Costs 2 Stamina.*

* **Ebb and Flow:** Until the Stance Ends Attacks made against you which you can see have Disadvantage and your Movement does not provoke Opportunity Attacks.

#### Rain Stance

*Advanced Stance, you must know the Water Stance in order to learn and use this Stance. Costs 3 Stamina.*

* **Ebb and Flow:** Until the Stance Ends Attacks made against you which you can see have Disadvantage and your Movement does not provoke Opportunity Attacks.
* **Rain Dance:** Additionally whenever a Character within 5ft of you which you can see makes an Attack, you may choose for that Attack to be made with Disadvantage (no Action Required).

#### Flood Stance

*Advanced Stance, You must know the Rain Stance in order to learn and use this Stance. Costs 4 Stamina.*

* **Ebb and Flow:** Until the Stance Ends Attacks made against you which you can see have Disadvantage and your Movement does not provoke Opportunity Attacks.
* **Rain Dance:** Additionally whenever a Character within 5ft of you which you can see makes an Attack, you may choose for that Attack to be made with Disadvantage (no Action Required).
* **Tidal Wave:** Whenever a Character misses you with a Melee Attack, they fall Prone.

### Earth Elemental Stances

Earth Elemental Stances allow you to better resist damage, and emphasize the importance of maintaining a strong, immovable stance.

#### Earth Stance

*Basic Stance. Costs 2 Stamina.*

* **Rock-Hard Defense:** Until the Stance Ends, whenever you take Physical or Elemental Damage, you may reduce the Damage you take by one roll of your Martial Die.
	+ Physical Damage Types include Bludgeoning, Piercing and Slashing Damage.
	+ Elemental Damage Types include Acid, Cold, Fire, Lighting, Poison and Thunder Damage.
* **Wide Stance:** You count as one Size Category larger than your current Size Category for the purposes of effects which would cause you to be grappled, knocked prone or moved against your will.

#### Hill Stance

*Advanced Stance, you must know the Earth Stance in order to learn and use this Stance. Costs 3 Stamina.*

* **Rock-Hard Defense:** Until the Stance Ends, whenever you take Physical or Elemental Damage, you may reduce the Damage you take by one roll of your Martial Die.
	+ Physical Damage Types include Bludgeoning, Piercing and Slashing Damage.
	+ Elemental Damage Types include Acid, Cold, Fire, Lighting, Poison and Thunder Damage.
* **Hill's Might:** Whenever a Character hits you with a Melee Attack, you may as a Reaction push them upto 10ft away from you.
* **Heavy Stance:** You count as two Size Categories larger than your current Size Category for the purposes of effects which would cause you to be grappled, knocked prone or moved against your will.

#### Mountain Stance

*Advanced Stance, you must know the Hill Stance in order to learn and use this Stance. Costs 4 Stamina.*

* **Rock-Hard Defense:** Until the Stance Ends, whenever you take Physical or Elemental Damage, you may reduce the Damage you take by one roll of your Martial Die.
	+ Physical Damage Types include Bludgeoning, Piercing and Slashing Damage.
	+ Elemental Damage Types include Acid, Cold, Fire, Lighting, Poison and Thunder Damage.
* **Mountain's Might:** Whenever a Character hits you with a Melee Attack, you may as a Reaction push them upto 30ft away from you.
* **Immovable:** You count as three Size Categories larger than your current Size Category for the purposes of effects which would cause you to be grappled, knocked prone or moved against your will.

### Fire Elemental Stances

Fire Elemental Stances emphasize the importance of quick, unrelenting attacks to put their enemies on the backfoot.

#### Fire Stance

*Basic Stance, Costs 2 Stamina.*

* **Fire's Fury:** Until the Stance Ends, whenever you take the Attack Action, you may make an additional Weapon Attack as part of that Action.

#### Wildfire Stance

*Advanced Stance, you must know the Fire Stance in order to learn and use this Stance. Costs 3 Stamina.*

* **Fire's Fury:** Until the Stance Ends, whenever you take the Attack Action, you may make an additional Weapon Attack as part of that Action.
* **Fierce Strikes:** Additionally whenever you hit a Target with a Weapon Attack, they take additional damage equal to one roll of your Martial Die.

#### Eruption Stance

*Advanced Stance, you must know the Wildfire Stance in order to learn and use this Stance. Costs 4 Stamina.*

* **Fire Storm:** Until the Stance Ends, whenever you take the Attack Action, you may make two additional Weapon Attacks as part of that Action.
* **Fierce Strikes:** Additionally whenever you hit a Target with a Weapon Attack, they take additional damage equal to one roll of your Martial Die.

### Air Elemental Stances

Air elemental stances emphasize speed and movement on the battlefield.

##### Air Stance

*Basic Stance. Costs 2 Stamina.*

* **Run like the Wind:** Until the Stance Ends, your Movement Speed is increased by 30ft and Attacks of Opportunity made against you have Disadvantage.

#### Gale Stance

*Advanced Stance, you must know the Air Stance in order to learn and use this Stance. Costs 3 Stamina.*

* **Run like the Wind:** Until the Stance Ends, your Movement Speed is increased by 30ft and Attacks of Opportunity made against you have Disadvantage.
* **Gale Force Strikes:** Whenever you Hit a Target with a Weapon Attack, choose one willing Character (including potentially yourself) within 10ft of you. Provided they are no more than one size category bigger than you they are moved 10ft to a position of your choosing.

#### Hurricane Stance

*Advanced Stance, you must know the Gale Stance in order to learn and use this Stance. Costs 4 Stamina.*

* **Uncatchable:** Until the Stance Ends, your Movement Speed is increased by 30ft and your Movement does not provoke Attacks of Opportunity.
* **Gale Force Strikes:** Whenever you Hit a Target with a Weapon Attack, choose one willing Character (including potentially yourself) within 10ft of you or the Target of your Attack. Provided they are no more than one size category bigger than you they are moved 10ft to a position of your choosing.

### Ice, Metal, Electric and Wood Stances

The Ice Metal Electric and Wood stances each represent variations of the Basic Elemental stances,

#### Ice Stance

*Advanced Stance, you must know at least one Basic Stance in order to learn and use this Stance. Costs 2 Stamina.*

* **Ice Skate:** Until the Stance Ends your Movement does not provoke Opportunity Attacks and you have Advantage on Constitution Saving Throws.
* **Slippery:** Additionally, when a Character you can see makes a Melee Attack against you, you may as a Reaction have the Attacker roll the Attack with Disadvantage. If the Attack misses the Attacker falls Prone.

#### Metal Stance

*Advanced Stance, you must know at least one Basic Stance in order to learn and use this Stance. Costs 2 Stamina.*

* **Iron Defense:** Until the Stance Ends you have a +2 Bonus to your Armor Class and Advantage on Strength Saving Throws.
* **Bulwark:** Additionally, when a Character within 5ft of you takes Damage from an Attack you can see, you may as a Reaction grant that Character Resistance to all the Damage from that Attack.

#### Electric Stance

*Advanced Stance, you must know at least one Basic Stance in order to learn and use this Stance. Costs 2 Stamina.*

* **Lightning Reflexes:** Until the Stance Ends you have Advantage on Dexterity Saving Throws.
* **Lightning Strike:** Whenever a Character misses you with a Melee Attack, you may as a Reaction make a Weapon Attack against them with with Advantage using an Unarmed Strike or Weapon you are currently holding.

#### Wood Stance

*Advanced Stance, you must know at least one Basic Stance in order to learn and use this Stance. Costs 2 Stamina.*

* **Strong and Flexible:** Until the Stance Ends you have Advantage on Strength, Dexterity and Constitution Saving Throws.
* **Bend and Snap:** Additionally, when a Melee Attack Hits you, you may as a Reaction reduce the Damage from that Attack by one roll of your Martial Die. When you use this Reaction, you grant yourself Advantage on the next Melee Attack you make before the End of your Next Turn.

## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

## Credit this Work

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This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode