This requires you to have taken Master of Many. You gain the fourth elemental source to your form. When you do so, you gain the associated benefits of your new element from Primordial Affinity.
Additionally, you can summon the four elements to wreath you in power. Whenever a creature hits you with a melee attack, you can use your reaction to force it to make a Dexterity saving throw, taking 8d6 damage of a type of your choice from cold, fire, lightning or bludgeoning, or half as much on a successful save. Until the end of your following turn, your Primal Affinity feature has the following additions:
Air. You have advantage on all ranged weapon and ranged spell attacks instead of only one.
Earth. At the beginning of your turn you gain a number of temporary hit points equal to your character level.
Fire. At the beginning of your turn, each creature of your choice within 5 feet of you takes 2d6 fire damage.
Water. Whenever a creature regains hit points due to a spell or feature you control that creature regains an additional number of hit points equal to your character level.
You can use this feature a number of times equal to your Constitution modifier, regaining all uses upon completing a long rest.
Flaw.
Pull of Chaos. Your new native plane attempts to pull you to it, laying claim to your form. Whenever you roll a natural 1 on a saving throw against a magical spell or ability, you take 1d6 force damage per two character levels in addition to any other damage or effects you would suffer, as your native plane attempts to unbind you from the Material Plane. For example, a 6th-level character would take 3d6 force damage. This damage ignores resistances and immunities.
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