Benefit 1 – Elemental Ward
Choose two elemental types from the list below. You gain resistance to that damage type permanently.
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Fire
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Cold
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Lightning
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Acid
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Poison
Benefit 2 – Tri-Elemental Strike
You gain the ability to infuse your attacks or spells with three separate elemental damage types at once. Choose three from this list when you take the feat:
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Fire
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Cold
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Lightning
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Acid
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Poison
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Thunder
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Force
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Necrotic
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Radiant
When you hit with a weapon attack or deal damage with a spell, you can add 2d8 damage of each chosen type. This stacks with the original damage type of the attack.
Custom Moves
1. Cataclysm Burst
Action – You release all three of your chosen elements in a 15-foot radius explosion centered on you.
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Every creature in range must make a Dexterity saving throw (DC = 8 + proficiency bonus + your highest ability modifier).
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On a failure, the creature takes 3d8 damage of each of your chosen damage types (total: 9d8). On a success, they take half.
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Can be used once per long rest.
2. Elemental Overdrive
Bonus Action – For 1 minute, all your weapon and spell damage automatically deals an extra 1d4 of each of your chosen elemental damage types on every hit.
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Once activated, you can end it early (no action).
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This can be used once per short or long rest.
3. Elemental Counter
Reaction – When you take damage of one of your chosen elemental types, you can retaliate with a burst of raw power.
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The attacker takes 1d8 damage of all three of your chosen types.
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Uses equal to your proficiency bonus per long rest.
Fusion Element Attacks
Whenever you use Tri-Elemental Mastery, you may instead unleash a fusion attack based on combining two of your chosen elements. Each fusion attack has a primary effect and a secondary crowd-control effect.
| Combo | Damage | Special Effect |
|---|---|---|
| Fire + Cold = Shattering Steam Burst | 3d8 Fire + 3d8 Cold | Creates a cloud of burning steam in a 10-ft radius. Area is heavily obscured, and creatures starting their turn inside take 2d8 Fire. Lasts 1 minute. |
| Fire + Lightning = Stormflame Arc | 3d8 Fire + 3d8 Lightning | Targets hit must succeed on a Con save or be stunned until the end of your next turn. |
| Fire + Acid = Scorching Corrosion | 3d8 Fire + 3d8 Acid | Ignores resistance to Fire and Acid. On fail, target’s AC is reduced by 2 until the end of your next turn. |
| Cold + Lightning = Flash Freeze | 3d8 Cold + 3d8 Lightning | Target must make a Dex save or be frozen solid, becoming restrained until the end of their next turn. |
| Cold + Acid = Frostbite Rot | 3d8 Cold + 3d8 Acid | Halves target’s movement speed and deals an extra 1d8 Necrotic at the start of their next turn. |
| Lightning + Acid = Voltaic Dissolve | 3d8 Lightning + 3d8 Acid | Disables any non-magical armor/weapons on the target for 1 round (cannot be used). |
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