The Primordial
[If you've found yourself here, these are class feats I've created for when the feat update drops. I'm placing them here temporarily for anyone who is nosy and wants to look at them ahead of time.]
Class Name: The Primordial
Core Fantasy: A Primordial is a Breaker who channels all elemental forces at once. They reshape terrain, punish movement, and adapt to any hazard with layered elemental control.
Level 1 Features
Elemental Conduit (Level 1)
You route all elemental damage through a single core.
Rules:
When you cast a spell using your Primordial spellcasting that deals acid, cold, fire, lightning, or thunder damage, you can change that spell’s damage type to another type from that list. The change applies to all damage of that type dealt by that casting.
When you roll damage for a spell using your Primordial spellcasting, you can reroll one of the damage dice but you must take the new result. You can do this once per spell.
Elemental Resilience (Level 1)
Your body is hardened against raw elemental force.
Rules:
After you take acid, cold, fire, lightning, or thunder damage, you become resistant to that damage type until the start of your next turn.
You have advantage on saving throws made to resist natural environmental hazards based on those elements (such as extreme heat, extreme cold, storms, or heavy surf).
Level 3 Feature
Elemental Footing (Level 3)
You move cleanly through the chaos you create.
Rules:
You ignore difficult terrain caused by ice, water, loose earth, sand, or strong wind, whether natural or created by any spell.
You also ignore difficult terrain created by your spells.
Whenever you cast a spell using your Primordial spellcasting that creates an ongoing area (such as a cloud, wall, zone, storm, or patch of difficult terrain), you can choose a number of creatures you can see equal to your Wisdom modifier (minimum 1). Chosen creatures ignore difficult terrain caused by that specific effect and have advantage on saving throws against that effect.
Level 7 Feature
Elemental Pressure (Level 7)
Your elemental zones slow and destabilize anything that enters them.
Rules:
When a hostile creature starts its turn in or enters an area affected by a spell you cast using your Primordial spellcasting that deals acid, cold, fire, lightning, or bludgeoning damage, its speed is reduced by 10 feet until the start of its next turn.
The first time each turn that a hostile creature takes damage from a spell you cast using your Primordial spellcasting, that creature has disadvantage on the next Strength or Dexterity saving throw it makes before the start of your next turn.
Level 10 Feature
Primal Cycle (Level 10)
You gain power by rotating through different elements.
Rules:
Track the primary damage type of the last spell you cast using your Primordial spellcasting that dealt damage (acid, cold, fire, lightning, or thunder).
Once on each of your turns, when you deal damage with a spell you cast using your Primordial spellcasting and that spell’s primary damage type is different from the primary damage type of the last such spell you cast, you can deal extra damage equal to your Wisdom modifier (minimum 1) to one creature damaged by the spell.
If you did not cast a damaging spell with your Primordial spellcasting on your last turn, treat the types as different.
Level 13 Feature
Elemental Dominion (Level 13)
You claim a section of the battlefield as your personal elemental domain.
Rules:
As an action, you choose a point you can see within 120 feet and create a 30-foot-radius sphere centered on that point that lasts for 1 minute. The area is filled with shifting elemental signs, but they do not block sight.
While a creature is inside this area:
When you cast a spell using your Primordial spellcasting that deals acid, cold, fire, lightning, or thunder damage to that creature, you can treat one damage die for that spell as having rolled its maximum value.
Creatures you choose have resistance to damage from spells you cast using your Primordial spellcasting.
Hostile creatures cannot benefit from resistance to acid, cold, fire, lightning, or thunder damage against spells you cast using your Primordial spellcasting.
You can use this feature a number of times equal to your proficiency bonus.
You regain all expended uses when you finish a long rest.
Level 16 Feature
Primordial Ascendancy (Level 16)
Your body and senses stabilize against almost any elemental threat.
Rules:
You have resistance to acid, cold, fire, lightning, and thunder damage.
You can breathe both air and water.
You gain a flying speed equal to your walking speed.
You ignore penalties and skill check disadvantages imposed by extreme temperatures, strong wind, underwater conditions, or similar elemental environmental effects.
You automatically succeed on saving throws and ability checks made to resist being pushed, knocked prone, or restrained by nonmagical environmental effects such as strong wind, flowing water, loose ground, or collapsing earth and stone.
Level 20 Feature
World-Storm Avatar (Level 20)
For a short time you turn the entire field into a controlled elemental storm.
Rules:
As an action, you choose a point you can see within 300 feet. For 1 minute, that point is the center of a 100-foot-radius sphere of intense but controlled elemental activity. The area is difficult terrain for hostile creatures only.
While a hostile creature is inside this area:
At the start of each of its turns, it must succeed on a Strength or Dexterity saving throw (its choice) against your spell save DC or you choose one of the following for that creature until the start of its next turn:
Its speed is halved.
It has disadvantage on the first attack roll it makes that turn.
When it takes damage from a spell you cast using your Primordial spellcasting, you can treat each damage die that shows a 1 or 2 as if it were a 3 for that creature.
While you are inside this area:
Whenever you cast a spell of 1st level or higher using your Primordial spellcasting that affects at least one hostile creature in the area, you gain temporary hit points equal to the spell’s level + your Wisdom modifier (minimum 1). These temporary hit points last until the feature ends and do not stack; if you would gain more, you take the higher value.
You can use this feature a number of times equal to your proficiency bonus.
You regain all expended uses when you finish a long rest.