Elemental Trooper

A human elemental trooper (acid)

## Resources

### Charges

Elemental Compound Charge: Charges are equal to the amount of features picked in this archetype.

### Save DC

Elemental Save DC: 8 + Proficiency Bonus + Constitution Modifier

You have been trained in using and maintaining an elemental suit, allowing you to ravage and control the battlefield in elemental damage.

Elemental troopers use their specialized weapon attachments to apply new elements to their weapon.

They fight fire with fire, the efficiency of their weapons is dependent on how long they are able to bear through the pain of using these volatile elements, they are therefore dependent on their  Constitution.

**Features**
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## Features

### Elemental Training

You gain proficiency in all *armor* and *heavy weapons*. You also gain the three following abilities:

> ***Hardened Resistance*** - For each elemental trooper feature picked you gain 1 additional hit point.
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> ***Elemental Compound*** - You have been trained in using a certain type of elemental compound. This liquid is a chemical brew that is stored in a compound flask that you must be wearing on your back in order to use any features referring to elemental.Using a special elemental weapon attachment you may apply this elemental compound on a weapon. You start the game with 2 of these elemental weapon attachments, each having 1 dedicated element which you must pick from the following list:
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> * Acid
> * Poison
> * Lightning
> * Cold
> * Fire
> * Thunder
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> The corresponding elemental weapon attachment converts the damage of the attached weapon to this elemental damage type.
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> ***Elemental Supplies*** - You can craft a new chemical flask or elemental weapon attachment for the price of 200C or order one from the original production facility of the gear, which takes a week to arrive.
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### Specialized Equipment

The armor you wear has been especially made fit to be adapted against your element compound. You gain two the following abilities:

> ***Specialized Protection*** - You gain resistance against the damage type of the elemental attachment that you have last used.
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> ***Specialized Training*** - When reloading a weapon that  you currently have in your hands and has an elemental attachment, you can swap the elemental weapon attachment of the weapon for another, as long as you have this attachment prepared.
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### Elemental Control

Your mastery of the elemental compound allows you to unleash more interesting effects. You the gain the two following abilities:

> ***Intimidating Elements*** - When you deal damage using a weapon with any elemental attachment, all creatures hit are instantly Frightened by you until the end of their next turn.
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> ***Elemental Breakthrough*** - You unlock special abilities, depending on the current elemental weapon attachment in use:
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> * ***Shrouding Elements*** (Requires Poison, Fire or Acid) (3AP, 1 Elemental Compound Charge) - You create a cloud using the attachment element that heavily obscures a 15ft sphere within 30ft. Lasts for 1 minute, until a heavy wind peters the compound out or whenever you use this feature again. If the elemental attachment is either fire or acid, all creatures starting their turn in this area must make a Dexterity Save to your Elemental Save DC or take 1d4 damage of the corresponding element. Else, if it is poison, all creatures starting in this area must make a Constitution saving throw to your  Elemental Save DC or become poisoned for 1 minute.
> * ***Elemental Shield*** (Requires Lightning or Thunder) (2AP, 1 Elemental Compound Charge) - You create an elemental shield on a creature wearing heavy armor that you can touch. The next time any attack hits, the elemental energy attempts to hit the attacker if it's within 15 ft.  The target makes a Dexterity Save to your Elemental Save DC or takes 1d6 damage of the corresponding element, and in that case this shield is removed. However, while the elemental shield is active, all tacticals such as grenades and thrown weapons are instantly shocked and neutralized if they target an area within 15ft.
> * ***Ice Wall*** (Requires Cold) (3AP, 1 Elemental Compound Charge) - You create a wall of ice with the dimensions 30ft length, 5ft width and 10ft height. Each 5ft by 5ft by 10 ft tile has 10 AC and 10 HP.
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### Field of Devastation

Using the elements you can unleash the elemental chemicals in an area around you. You gain the following ability:

> ***Field of Devastation*** (3AP, 1 Elemental Compound Charge, Concentration) - You can pick an amount of 10ft x 10ft x 10ft tiles equal to the amount of Elemental Trooper features picked within 30ft. These tiles become heavily obscured and heavily affected by the element. Lasts for 1 minute, until a heavy wind peters the compound out or whenever you use this feature again. Any creature starting their turn on one of these tiles while active will have to make Constitution Save to your Elemental Save DC or take 1d4 damage equal to the corresponding damage type.
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### Add A Little Something

You can sprinkle some extra effects over unfortunate enemies.  You gain the following ability:

> ***Imbue Element*** (Reaction, 1 Elemental Compound Charge) - When you deal damage using a weapon with a elemental weapon attachment, you can use your reaction to add one of the following effects:
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> * ***Corrode*** (Requires Acid) - The creature must make a Dexterity Saving throw to your Elemental Save DC or you corrode the defenses of the target creature, the next damage they receive is doubled, as long this happens before the end of your next turn.
> * ***Fatal Neuro-Toxin*** (Requires Poison) - The creature must make a Constitution Save to your Elemental Save DC or be poisoned for 1 minute. When poisoned by this effect they take 1 damage at the end of their turn as long as they are poisoned. Upon removal of 1 poison status effect, this effect is removed.
> * ***Fry Electronics*** (Requires Lightning) - The creature must make a Constitution Save to your Elemental Save DC or take 1d4 lightning damage and be affected by EMP for 1 minute. At the end of each of their turns they may reroll this save.
> * ***Cryo Freeze*** (Requires Cold) -  The creature must make a Constitution Save to your Elemental Save DC or be stunned until the end of your next turn.But they then regain hit points equal to 1d6 + your Proficiency Bonus at the end of their stun. If they drop to 0 hit points while in this effect, they instantly die and shatter into a thousand shards of ice.
> * ***Blaze*** (Requires Fire) -  The creature must make Constitution Save to your Elemental Save DC or be lit ablaze for 1 minute, taking 1d8 fire damage at the end of their turn. They can remove this effect by using 3AP on their turn.
> * ***Quake*** (Requires Thunder) -  The creature must make Strength Save to your Elemental Save DC or take 1d8 thunder damage, be pushed back 20ft and be knocked prone.
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Killing humanoids with your chemical effects might not be viewed positively by your close allies.