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Homebrew

Elementalist

In the vibrant and mystical world of Farsae, where the elements dance at the edge of the kin's fingertips, there exists a unique harmony between the natural world and those who dare to understand its deepest secrets. Among these brave souls are the elementalists, kin attuned to the raw and untamed forces of nature, drawing upon the very essence of creation to bend fire, water, earth, and air to their will.   In the sandy dunes of the West Sarrian Desert, a Repti elementalist commands the sands, shaping them into protective barriers against the relentless sun or sculpting them into intricate figures that tell the stories of their ancient culture. Their mastery over the sand element is a testament to their resilience and deep connection to the land that has nurtured their civilization for eons.   In the floating meadows of Azurae, where the earth meets the heavens, a Cervid Air Elementalist performs an ancient dance, his hooves barely touching the ground. Each leap and twirl creates eddies of wind that rustle through the grass, sending ripples across the clouds beneath. His antlers, adorned with wind chimes, sing a melody only the sky can understand, celebrating the eternal dance between the earth and the air.   In the heart of the Emberfall Canyons, amidst the crackling of ever-burning flames and the warm glow of molten streams, a Felin Elementalist, her fur as black as the obsidian rocks, commands the fire with a delicate touch. She draws upon the flames to forge tools and artifacts, her fiery dance a mesmerizing blend of creation and destruction, leaving trails of ember in the air that illuminate the ancient carvings of her ancestors.   Elementalists stand as guardians of the balance, their powers a reflection of the world's natural harmony. They are the bridge between the kin and the primal forces that shape their world, their art a blend of discipline, intuition, and a deep, abiding respect for the elements. Through their eyes, the world is alive, each flame a spirit of warmth, every gust of wind a breath of freedom, each drop of water a pulse of life, and every grain of earth a foundation of strength.  

The Elemental Pact

Elementalists are not merely wielders of power; they are custodians of an ancient pact between the kin and the primordial forces of the world. This bond is sacred, a mutual agreement of respect and protection that has been upheld through generations. Elementalists are taught from a young age to listen to the whispers of the elements, to understand their needs and moods, and to act as mediators between the natural world and the societies that dwell within it.   Their practices are diverse, as varied as the elements they embody. Fire Elementalists might serve as keepers of the eternal flame, a symbol of renewal and endurance. Water Elementalists, as healers and nurturers, ensure the purity of rivers and lakes. Earth Elementalists, guardians of the land, oversee the fertility of soils and the balance of forests. Air Elementalists, masters of the skies, predict the weather and guide travelers through treacherous air currents.  

The Art of Elementalism

The path of an Elementalist is one of harmony and discipline. It requires an understanding that to command the elements is not to dominate but to cooperate with the fundamental forces that shape existence. Elementalism is both an art and a science, involving intricate gestures, precise control, and an empathetic connection to the element.   The culture of Elementalists is rich with traditions, ceremonies, and festivals that celebrate the elements. These events are not only a display of their prowess but also a time for communities to come together, to share knowledge, and to renew their commitment to the balance of the natural world.   In Farsae, the Elementalists are revered as much for their power as for their wisdom. They are the bridge between the wild heart of nature and the civilizations of the kin, their lives dedicated to maintaining the equilibrium upon which all life depends.  

Multiclassing

 
The elementalist class is unique in that it allows for multiclassing into the class even if you already are an elementalist. This allows for gaining mastery in multiple different elements. When determining benefits from the Elementalist class and Chi in general, those are based on the cumulative total of Elementalist levels, however, the Elemental Mastery features are based on the individual levels gained in those respective sub-classes.   For example: A Elementalist who started with the Air Elemental Mastery could multiclass into Fire Elemental Mastery if they have 16 or higher Wisdom (13 + 3 for already having one elementalist class). If this character had 3 levels in Air and 2 levels in Fire, their Elementalist level would be 5, so they would have the Extra Attack feature, but only the 3rd level feature from the Air Elemental Mastery.
Ability Score Minimum: Wisdom 13 (+3 for each other Elementalist class)
  When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies. Armor: Light armor
Weapons: Simple weapons
hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per Elementalist level after 1st
armor proficiencies: Light armor
weapon proficiencies: Simple weapons
tools: None
saving throws: Dexterity, Wisdom
skills: Choose two from Acrobatics, Arcana, Athletics, Insight, Nature, and Survival
starting equipment:
spellcasting:
Wisdom is your spellcasting ability for your Elemental Techniques. You use your Wisdom whenever a technique refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an elementalist technique you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
  Elementalists do not use traditional spell slots, but instead Chi. The act of manipulating an element requires concentration, however, things that have already been projected or manipulated do not require concentration. For example, setting fire to a tree only requires concentration while actively projecting or starting the fire, the fire itself is a natural element and remains even after the caster stops and does something else. However, manipulating a large boulder requires concentration, and if concentration is broken it will fall due to gravity.   In situations where damage is taken while an elementalist is actively manipulating an element, they will need to make a concentration check.
class features:

Elemental Mastery

At 1st level, you choose your elemental path from the list available, each detailed at the end of the class description. This choice grants you features and Elemental Technique choices at 1st level and again at 3rd, 7th, and 15th level.

  • Air
  • Earth
  • Fire
  • Water
  • Sand (Alternate form of Earth) (Needs DM approval, various lore restrictions)
  • (Consider the elements below unplayable by player characters for the time being.)
  • Metal (Advanced form of Earth) (Needs DM approval, various lore restrictions)
  • Blood (Advanced form of Water) (Restricted to NPC)
  • Sound (Advanced form of Air)
  • Plasma (Advanced form of Fire)
  • Nature (Combination of Water + Earth)
  • Lightning (Combination of Water + Air)
  • Combustion (Combination of Fire + Air)
  • Lava (Combination of Fire + Earth)

Elemental Manipulation

Starting at 1st level, as an action, you can unleash an attack harnessing the energy of your chosen element towards a target within 60 feet. Make a ranged spell attack against the target by rolling a d20 and adding your Wisdom modifier and proficiency bonus to the roll. On a hit, the target takes 1d10 damage of a type associated with your Elemental Mastery: fire damage for Fire, bludgeoning damage for Earth, cold damage for Water, and slashing damage for Air.

As you grow in power and mastery, the damage of your Elemental Manipulation increases, reflecting your heightened attunement with your element. The damage increases by 1d10 at 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Chi

Starting at 2nd level, you tap into the reservoir of inner energy known as Chi, which powers your more advanced elemental abilities. Your mastery over your element allows you to harness this energy, represented by Chi points.

Your Chi points are calculated by adding your levels in the elementalist class, including levels from different Elemental Mastery paths if you choose to multiclass within the elementalist class itself. For example, if you have 3 levels in fire elementalist and 2 levels in water elementalist, you would have 5 levels in elementalist for the purpose of calculating your Chi points. The total number of Chi points you have is equal to your combined Elementalist level plus your Wisdom modifier.

You regain all expended Chi points after a long rest. These points are used to activate various Elemental Techniques, enhancing your elemental manipulations with potent effects.

Elemental Techniques

As an elementalist, you learn specialized techniques that allow you to manipulate your chosen element in unique and powerful ways. You learn your first two Elemental Techniques at 2nd Level and gain an additional choice of Technique once you reach 3rd, 4th, 6th, 10th, 14th, and 20th levels. Some Techniques are available to all elementalists, while others are specific to your Elemental Mastery.

Burst

(Active, Cost: 1 Chi point)
As a bonus action, you can enhance your next Elemental Manipulation attack to explode on impact, affecting all creatures within a 5-foot radius of the target. Each creature in the area must make a Dexterity saving throw against your Elementalist spell save DC, taking half damage on a successful save.

Adept

(Passive, This can be chosen multiple times)
Choose one element you have mastery in. When you roll damage for an attack using that element, you can reroll any 1 on the damage dice, but you must use the new roll.

Reach

(Passive)
The range of your Elemental Manipulation attacks increases by 30 feet.

Focused Strike

(Active, Cost: 1 Chi point)
Before you make an Elemental Manipulation attack, you can spend 1 Chi point as a bonus action to gain advantage on the attack roll, concentrating your elemental energy for a precise hit.

Precision

(Passive)
Your keen understanding of your element sharpens your attacks. When you hit a target with Elemental Manipulation, the critical hit range is expanded to 19-20.

Recovery

(Passive)
Your elemental energy replenishes your vitality. Whenever you spend a Chi point, you regain hit points equal to your Wisdom modifier.

Aegis

(Active, Cost: 2 Chi points)
As a reaction to taking damage, you can spend 2 Chi points to reduce the damage by an amount equal to your Elementalist level + your Wisdom modifier, as a barrier of your element momentarily shields you.

Harmony

(Passive)
Your element affinity allows you to exist in harmony with it, reducing its harmful effects on you. Choose one element you have mastery in, you gain resistance to the damage type associated with that element:
- Air: Thunder damage
- Earth: Bludgeoning damage
- Fire: Fire damage
- Water: Cold damage
- Sand: Slashing damage
- Metal: Piercing damage
- Lightning: Lightning damage
- Nature: Poison damage
- Lava: Fire damage
- Combustion: Fire damage
- Blood: Necrotic damage

At 13th level when you gain the Resilience feature, Harmony instead grants immunity to the damage type associated with your highest level Elementalist class, and resistance to any other damage types associated with your other Elementalist classes, if applicable.

Infusion

(Active)
Harnessing your elemental mastery, you gain the ability to actively infuse weapons with your elemental essence, enhancing their damage output. This technique can be utilized in two distinct manners:
Self-Infusion. As a bonus action on your turn, you can imbue your weapon with elemental power. Until the start of your next turn, each hit with a weapon attack using the infused weapon deals an additional 1d4 damage of your elemental type.
Ally Infusion. As a reaction when an ally within 30 feet of you makes a weapon attack, you can infuse their weapon with elemental energy. Until the start of your next turn, each hit with a weapon attack using the infused weapon by that ally deals an additional 1d4 of your elemental-type damage.

Earth and Metal elemental masteries allow for fists to be infused in place of a target's weapons, granting this bonus to their unarmed strikes instead.

The bonus damage increases with your proficiency in the elements, rising to 1d6 at 6th level, 2d4 at 11th level, and 3d4 at 16th level. You can use Elemental Infusion a number of times equal to your proficiency bonus per short rest. All expended uses are replenished after a short or long rest.

Empowerment

(Active, Cost: 3 Chi points, Requires Infusion, Available at 10th Level)
Building upon your proficiency with Elemental Infusion, you learn to extend and amplify this technique to empower the weapons of all allies within a 60-foot radius. As an action, you channel a surge of elemental energy, wrapping allied weapons in a potent aura of your elemental power. This effect lasts for 1 minute, during this time, any weapon attacks made by empowered weapons deal an extra 1d8 damage of the type associated with your Elemental Mastery. Earth and Metal elemental masteries allow for fists to be empowered in place of a target's weapons, granting this bonus to their unarmed strikes instead. You can use Elemental Empowerment once per long rest.

Residue

(Active, Available at 6th Level)
As an elementalist, your command over your chosen element allows you to not only direct its force against your foes but to also mark the very battlefield with its lingering presence. When you cast Elemental Manipulation to launch an attack, you have the option to leave behind an Elemental Residue that transforms the terrain. A 5-foot radius around the point of impact becomes difficult terrain imbued with the qualities of your element, affecting creatures and the environment as follows:
- Fire: Scorched ground deals 1d4 fire damage to creatures starting their turn in the area, or creatures who move into the terrain.
- Water: The ground is slippery with ice. Creatures must make a Dexterity saving throw (DC 12) to avoid falling prone when moving through.
- Earth: The ground cracks and becomes uneven, filled with sharp rocks and debris. Creatures moving through the area have their speed halved, and if they attempt to dash through, they must succeed on a Dexterity saving throw (DC 12) or take 1d4 slashing damage from the sharp terrain.
- Air: Gusts of wind and swirling debris make the area treacherous. Creatures in the area have disadvantage on ranged attack rolls due to the erratic winds. Additionally, any creature that starts its turn in the area must succeed on a Strength saving throw (DC 12) or be pushed 5 feet in a direction determined by the caster.
- Sand: The ground becomes loose and shifting, making it difficult to maintain footing. Creatures in the area have their speed reduced by half. Furthermore, if a creature attempts any high-speed maneuver or charge through the area, they must succeed on a Dexterity saving throw (DC 12) or stop moving and waste their action as they struggle against the shifting sands.
- Metal: Metallic shards litter the area. Creatures moving through must make a Constitution saving throw (DC 12) or take 1d6 piercing damage, reflecting the resilience needed to navigate through sharp, metal debris.
- Lightning: Static charge lingers. Creatures starting their turn in the area must make a Constitution saving throw (DC 12) or take 1d4 lightning damage and lose their reaction this turn, as the residual electrical energy shocks them.
- Nature: Overgrown foliage and entangling roots. Creatures moving through have their speed halved and must make a Strength saving throw (DC 12) to avoid being restrained until the end of their next turn by the ensnaring vegetation.
- Lava: Cooled lava forms sharp, uneven terrain. Creatures moving through have their speed halved, and those that dash through must succeed on a Dexterity saving throw (DC 12) or take 1d6 fire damage from the jagged, still-hot rocks.
- Combustion: Ash and smoldering embers fill the area. Creatures starting their turn in the area must make a Dexterity saving throw (DC 12) or take 1d4 fire damage and suffer a coughing fit, imposing disadvantage on their next attack roll or saving throw due to the choking smoke.At 14th level, you can more precisely control the shape and size of the difficult terrain, covering any amount of terrain within a 10-foot radius around the point of impact.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature.

Elemental Versatility

4th-level elementalist optional featureWhenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace up to two of the techniques you chose for the Elemental Techniques feature with another technique that is available to you.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack or Elemental Manipulation actions on your turn.

Resilience

At 13th level, you gain resistance to a type of damage associated with one element you have mastery in:

  • Air: Thunder damage
  • Earth: Bludgeoning damage
  • Fire: Fire damage
  • Water: Cold damage
  • Sand: Slashing damage
  • Metal: Piercing damage
  • Lightning: Lightning damage
  • Nature: Poison damage
  • Lava: Fire damage
  • Combustion: Fire damage
  • Blood: Necrotic damage

Elemental Apex

At 20th level, you have achieved the zenith of elemental mastery, embodying the very essence of the elements you command. Your Wisdom and Constitution scores each increase by 4. Your maximum for these scores is now 24.

subclass options:

Elements

Air

[WIP]

Earth

Earth Elementalists are masters of stone and soil, wielding the steadfast power of the earth to shape the battlefield to their advantage. Known for their unyielding resilience, they manipulate terrain to create barriers and obstacles, grounding themselves with the strength of the land. These Elementalists stand firm, embodying the enduring nature of the earth itself.

Earth Shaping

At 1st level, you can shape and mold earth and stone within a 30-foot range. Initially, you can manipulate a volume of up to 1 cubic foot per your Earth Elementalist level. This ability can be used for various purposes, such as crafting simple tools, creating makeshift shelters, or even altering the landscape to create small barriers or trenches. The shaping process requires concentration and takes 6 seconds for each cubic foot of material manipulated.

Your control and the volume of earth you can manipulate increase as you gain levels in this sub-class. At 5th level, the volume you can shape expands to 2 cubic feet per level; at 11th level, to 4 cubic feet per level; and by 17th level, you can manipulate up to 8 cubic feet of earth or stone per level.

Earth Elemental Techniques

At 3rd level, you gain one Elemental Mastery Technique related to your element. You gain additional techniques at 7th, 11th, and 15th levels. Each technique you choose must be related to your element, reflecting your focused study and growing mastery. At 20th level, you embody the essence of your element, gaining access to all available Elemental Mastery Techniques for your chosen element. This culmination of power showcases the depth of your elemental affinity and mastery.

Tremor Guard

(Active, Cost: 2 Chi points, Reaction)
When a creature you can see within 30 feet of you makes an attack roll, you can use your reaction and spend 2 Chi points to unbalance the ground beneath their feet, imposing disadvantage on the attack roll without requiring a saving throw.

Stalagmite Spike

(Active, Cost: 3 Chi points)
As an action, you can cause a sharp spike of rock to burst from the ground at a point you can see within 60 feet. The target must make a Dexterity saving throw (DC 15) or take 3d6 piercing damage and be impaled, reducing its speed to 0. Using its action, the target can attempt free itself with a Strength check against a DC of 10, however, a failed attempt results in 1d4 piercing damage.

Earthen Rampart

(Active, Cost: 4 Chi points, Available at 6th Level in Mastery)
As an action, raise a wall of earth up to 20 feet long, 10 feet high, and 5 feet thick within 60 feet. The wall has AC 12 and hit points equal to 5 times your level in Earth Mastery, and provides total cover. It lasts for 1 minute or until destroyed. At 11th level and higher, you can use your bonus action and an additional point of Chi to summon an additional wall with the same or lesser dimensions within 60 feet.

Granite Grasp

(Active, Cost: 2 Chi points)
As a bonus action, target a creature you can see within 30 feet. Its feet are encased in stone, reducing its speed to 0. The target must make a Strength saving throw at the end of each of its turns, shattering the stone on a success.

Tremorsense

(Passive, Available at 6th Level in Mastery)
You gain tremorsense out to a range of 30 feet, allowing you to detect and pinpoint the origin of vibrations within this range.

Pillars of Stone

(Active, Cost: 2 Chi points)
As an action, create stone pillars in unoccupied spaces within 60 feet. The number of pillars equals your Earth Mastery level. Each pillar can be up to 10 feet tall, 2 feet in diameter. Pillars can provide cover, block pathways, serve as platforms, or be used offensively to push enemies against barriers. Pillars must extend perpendicularly from their origin. Each pillar has AC 12 and hit points equal to 4 times your level in Earth Mastery. If used offensively and an enemy is pushed against a wall or barrier, they take 1d10 bludgeoning damage, plus damage equal to your Elemental Manipulation damage.

Rubble Barrage

(Active, Cost: 3 Chi points)
As an action, you fling a volley of rock debris at a point you choose within 60 feet. Each creature in a 10-foot radius must make a Dexterity saving throw against your spell save DC, taking 4d4 bludgeoning damage on a failed save, or half as much on a successful one.

Landslide

(Active, Cost: 3 Chi points)
Target a 30-foot-long, 5-foot-wide line on the ground within 60 feet. As an action, the earth along the line heaves, creating difficult terrain. Each creature in the line must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half damage and isn't knocked prone.

Entomb

(Active, Cost: 3 Chi points, Requires Granite Grasp)
Encase a creature you can see within 30 feet in earth as an action. The target must make a Strength saving throw against your spell save DC or be restrained for up to 1 minute. The target can use its action to attempt the save again, ending the effect on a success.

Geoshield

(Passive, Requires Infusion)
When you use your Elemental Infusion or Empowerment on yours or an ally's weapon or fists, the infusion grants a +1 bonus to the wielder's AC until the effect wears off. A creature cannot benefit from multiple applications of Geoshield (Infusion and Empowerment only grant +1 AC, and two Infusions from different elementalists only grant +1 AC as well).

Earthmeld

(Active, Cost: 1 Chi point per round, Available at 15th Level in Mastery)
You gain the ability to move through earth and stone as easily as a fish swims through water. As an action, you can burrow through nonmagical, unworked earth and stone at your walking speed. While burrowing, you don't disturb the material you move through, and you leave no tunnel or hole unless you choose to. You cannot attack, use items, or use other techniques or spells unless you fully leave the earth or stone.At 20th Level in Mastery, the Chi cost is removed.

Boulder Toss

(Active, Cost: 2 Chi points)
You form and hurl a massive boulder at a target you can see within 60 feet. Make a ranged spell attack against the target. On a hit, the target takes 3d8 bludgeoning damage. If the boulder hits, it also scatters debris in a 10-foot radius from the point of impact. Each creature within the area (excluding the primary target) must make a Dexterity saving throw, taking 1d8 bludgeoning damage on a failed save, or half as much damage on a successful one. If used to target a structure, the boulder deals double damage.

Earth's Maw

(Active, Cost: 4 Chi points)
As an action, you cause the earth to split and create a pit in a 10-foot square area within 60 feet that you can see. The pit is 20 feet deep. Each creature standing in the area must succeed on a Dexterity saving throw against your spell save DC or fall into the pit, taking fall damage as normal (2d6 bludgeoning damage for 20 feet). The pit remains until filled in, which requires at least 1 hour of work per 10-foot square if done by manual labor. If a creature successfully saves and would be stranded in the pit area, they can jump to an adjacent unoccupied space of their choice.

Stone Bulwark

At 3rd level, as a reaction when you or a creature within 30 feet of you is targeted by a ranged attack, you can summon a wall of compacted earth to intercept the attack. The wall is 5 feet wide, 5 feet tall, and 1 foot thick, and it springs into existence at a point you choose within range. The wall provides half cover and has an AC of 15 and hit points equal to your Elementalist level x 5. The wall remains until it is destroyed or until you dismiss it as a free action. You can use Stone Bulwark a number of times equal to your proficiency bonus per short rest. All expended uses are replenished after a short or long rest.

Might of the Mountain

At 7th level, you can call upon the enduring might of the earth to fortify yourself. As an action, you gain temporary hit points equal to twice your Elementalist level, and for the duration while you have these temporary hitpoints, you have advantage on Strength checks and Strength saving throws. This bolstering effect lasts for 1 hour or until you dismiss it as a bonus action. You can use this feature once per long rest.

Earthquake

At 15th level, you can call upon the earth to shake and tremble. As an action, you cause an intense tremor in the ground in a 20-foot radius centered on a point you can see within 90 feet. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. You can use this feature once per long rest.

Fire

[WIP]

Water

Water Elementalists are masters of fluidity and change, harnessing the power of water to adapt to any situation. Known for their versatility and grace, they can shape the battlefield with flowing torrents and protective barriers, healing allies and hindering foes. These Elementalists embody the ever-changing and life-giving nature of water, flowing around obstacles and overcoming challenges with ease.

Water Shaping

At 1st level, you can shape and mold water within a 30-foot range. Initially, you can manipulate a volume of up to 1 cubic foot per your Water Elementalist level. This ability can be used for various purposes, such as crafting simple tools, creating makeshift shelters, or altering the landscape to create small barriers or pools. The shaping process requires concentration and takes 6 seconds for each cubic foot of material manipulated.

Your control and the volume of water you can manipulate increase as you gain levels in this sub-class. At 5th level, the volume you can shape expands to 2 cubic feet per level; at 11th level, to 4 cubic feet per level; and by 17th level, you can manipulate up to 8 cubic feet of water per level.

Water Elemental Techniques

At 3rd level, you gain one Elemental Mastery Technique related to water. You gain additional techniques at 7th, 11th, and 15th levels. Each technique you choose must be related to water, reflecting your focused study and growing mastery. At 20th level, you embody the essence of water, gaining access to all available Elemental Mastery Techniques for water. This culmination of power showcases the depth of your elemental affinity and mastery.

Water Whip

(Active, Cost: 2 Chi points)
As an action, you can create a whip of water that lashes out at a creature you can see within 30 feet. The target must make a Dexterity saving throw. On a failed save, the target takes 2d6 bludgeoning damage, is pulled 10 feet closer to you, and is grappled (escape DC 10). The damage increases by 1d6 at 6th, 11th, and 14th levels. If you have the Frozen Touch technique, you can use your bonus action to freeze the water, increasing the escape DC to 15.

Purify Water

(Passive)
You can cast Purify Food and Drink at will without expending a spell slot. Additionally, you can touch a body of water up to 10 feet in diameter and remove all impurities, making it safe to drink.

Glacial Touch

(Passive)
When performing certain techniques, you can use your bonus action to freeze the water for increased damage or additional effects, if noted. If used with Elemental Manipulation, it deals an additional 2d4 piercing damage.

Hydro Blast

(Active, Cost: 2 Chi points)
You can unleash a concentrated blast of water at a creature you can see within 60 feet. Make a ranged spell attack against the target. On a hit, the target takes 3d8 cold damage and is pushed back 10 feet. The damage increases by 1d8 at 6th, 11th, and 14th levels.

Ice Barrier

(Active, Cost: 4 Chi points, Available at 6th Level in Mastery)
You can create a wall of ice at a point you choose within 60 feet. The wall is up to 30 feet long, 10 feet high, and 1 foot thick. The wall provides total cover and has AC 12 and hit points equal to 4 times your level in Water Mastery. The wall lasts for 1 minute or until destroyed. At 11th level and higher, you can use your bonus action and an additional point of Chi to summon an additional wall with the same or lesser dimensions within 60 feet.

Hydration Shield

(Passive, Requires Infusion)
When you use your Elemental Infusion or Empowerment on your or an ally's weapon or fists, the infusion creates a thin barrier of water around the wielder, granting them temporary hit points equal to your Wisdom modifier. Additionally, the wielder heals for 1d4 hit points at the start of each of their turns while the infusion lasts.

Soothing Mist

At 3rd level, as a bonus action, you can create a mist that surrounds you within a 15-foot radius, granting a cooling and calming effect. Creatures within the mist gain resistance to fire damage and advantage on saving throws against being frightened or charmed. Additionally, this mist also stabilizes any dying creatures within. This effect lasts for 1 minute.

Aquatic Adaptation

At 7th level, you gain the ability to breathe underwater and a swim speed equal to your walking speed. Additionally, you can bestow waterbreathing to up to six willing creatures you can see within 30 feet. As an action, you can concentrate on creating air pockets around their heads, allowing them to breathe underwater for up to 10 minutes. You can use this feature once per long rest.

Tidal Surge

At 15th level, as an action, you create a create a powerful surge of water that rushes forward in a 50-foot line that is 20 feet wide. Each creature in the path of the wave must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 4d10 bludgeoning damage and is knocked back 10 feet. On a successful save, a creature takes half damage and isn't knocked back. You can use this ability once per long rest.

Sand

[WIP]

Metal

[WIP]

Lightning

Nature

Lava

Combustion

Blood


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