You are naturally attuned to one of the elements enabling you to the extend and alter spells of that element beyond why regular casters can accomplish:
- Spells of your chosen element ignore resistance to that element.
- If you cast a cantrip that deals damage of your chosen element you add your spellcasting ability modifier to the damage roll.
Fire
When you cast a spell of 1st level or higher that deals fire damage. You can choose one creature that takes damage from the spell and it catches fire. Creatures on fire take 1d6 fire damage at the start of each of their turns until they or another creature spends an action to extinguish the fire.
Cold
When you cast a spell of 1st level or higher that deals cold damage, you can choose one creature damaged by that spell and their movement speed is reduced to 0 until the end of their next turn.
Lightning
When you cast a spell of 1st level or higher that deals lightning damage, you can use your bonus action to cause the lightning to jump to another creature within range, that creature takes lightning damage equal to your level and can't take reactions until the end of its next turn.
Acid
When you cast a spell of 1st level or higher that deals acid damage, you can choose one creature damaged by that spell and their AC is reduced by 1 until they finish a short or long rest. This cannot reduce a creature's AC below 10+Dex modifier.
Poison
When you cast a spell of 1st level or higher that deals poison damage, you can choose a number of creatures equal to your proficiency bonus, these creature either gain immunity to poison damage or lose their immunity to poison damage until the end of your next turn.
Thunder
When you cast a spell of 1st level or higher that deals thunder damage, each creature that takes damage from the spell is pushed up to 15ft away from you or knocked prone (your choice).
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