Base Class: Rogue
As a rogue of the Elemenancer subclass, you are a master of manipulating the very building blocks of creation to your advantage. With a flick of your wrist, you call the crackle of lightning, the warmth of the sun, or the cool embrace of ice. Your enemies never know what to expect as you weave through the battlefield, leaving a trail of destruction in your wake.
Sneaky Cantrips
Your hidden spells strike your enemies when they least expect it. Starting at 3rd level, you learn the Fire Bolt, Ray of Frost, and Shocking Grasp cantrips. The spellcasting modifier stat for these spells is Charisma. Additionally, in addition to attacks made by finesse or ranged weapons, you may apply sneak attack damage to damage rolls of cantrips granted by this subclass feature.
Grasp of the Weave
Whilst you aren't a caster, you have read enough manuscripts and magical texts to become knowledgeable about the weave and its usefulness. Additionally, at 3rd level, you gain proficiency with the Arcana skill, and if you are already proficient you instead have expertise.
Sturdy Caster
You sling spells left and right, and their energy has left an imprint on you. Starting at 6th level, choose a damage type from fire, cold, and lightning. You gain resistance to that damage type.
Cold
You gain resistance to cold damage.
Fire
You gain resistance to fire damage.
Lightning
You gain resistance to lightning damage.
Potent Spellcasting
You've gained mastery over the spells you cast. Starting at 13th level, whenever you cast a cantrip you gained from this subclass, you can add bonus damage equal to your Charisma Modifier.
Elemental Soul
You have reached the peak of your spellcasting ability. Starting at level 17, depending on your choice for the Sturdy Caster feature, you gain immunity to one type of damage. Additionally, you gain an extra effect corresponding to the type of damage type you chose.
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Cold - You gain immunity to cold damage. Additionally, when you hit a creature with the Ray of Frost cantrip, its speed is halved till the start of your next turn.
- Fire - You gain immunity to fire damage. Additionally, when you hit a creature with the Fire Bolt cantrip, the creature is set ablaze, taking fire damage equal to your proficiency bonus at the start of its turn. This effect lasts for one minute and cannot be prolonged by an additional cast of Fire Bolt until the fire is doused or the minute duration ends.
- Lightning - You gain immunity to lightning damage. Additionally, when you hit a creature with the Shocking Grasp cantrip, that creature has disadvantage on all attacks of opportunity for the next minute.
Cold
You gain immunity to cold damage.
Fire
You gain immunity to fire damage.
Lightning
You gain immunity to lightning damage.
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