Charged Martial Arts
One way or another, your training has attuned your strikes with an element. Starting at 3rd level, you gain affinity with one element of your choice between either Acid, Poison, Cold, Fire, Lightning, Thunder, Radiant, or Necrotic. Whenever you spend Combo Die in any way, you can change the damage type of your current or next unarmed or Brawler Weapon attack or Technique to your chosen elemental affinity.
Elemental Shield
At 6th level, your mastery over your chosen element allows you to create a protective aura. When you take damage from a melee or ranged attack, you can use your reaction to channel your element, reducing the damage by an amount equal to your proficiency bonus + your Constitution modifier.
Additionally, the attacker takes damage equal to your proficiency bonus of the same type as your elemental affinity.
Once you use this feature, you can’t use it again until you complete a short or long rest, unless you expend 3 energy points to use it again.
Wreathed Energy
You've learned to channel your chosen element. At 10th level, when you would deal unarmed or Brawler Weapon damage with an element with which you have affinity, you can instead choose to wreathe yourself in its energy and gain the associated benefits. You must maintain concentration on this effect as if you were maintaining concentration on a technique, and the cost to keep it active each turn is 3 energy. Refer to the Wreathed Energy table for each element's effects.
Nature's Wrath
Your elemental strikes become even more powerful. At 14th level, when your unarmed or Brawler Weapon attacks and techniques would deal damage that matches your Charged Martial Arts elemental affinity, they gain an additional die of damage and the Reach (2) property.
Primal Explosion
At 18th level, even as you lose grip on your element, you can force it upon others. When you release or drop concentration on your Wreathed Energy feature, the natural energy explodes in a 15 ft radius. Creatures of your choice within range must make a Constitution Saving Throw versus your Brawl Save DC or gain 1 rank of the associated Status Condition as shown in the Primal Explosion table.
Primal Explosion Elemental Conditions
Damage Type Condition
Acid Corroded
Cold Chilled
Fire Burned
Lightning Shocked
Necrotic Decayed
Poison Poisoned
Radiant Dazzled
Thunder Concussed
Wreathed Energy Table
Elemental Affinity | Effect
------------------------|---------
Acid | An enemy that attacks you risks damaging their weaponry. If you are hit with a melee weapon attack while maintaining this effect, that weapon subtracts 1d4 from its damage rolls. Each time you are hit with the same weapon while this effect is active, the die size increases to a maximum of 1d12. If you end concentration on this effect, the weapon's damage is restored to normal.
Cold | You exude an aura of cold within up to a 15 ft radius. Creatures that start their turn in or move through this aura have their movement speed reduced by 10 ft. As a free action on your turn, you can adjust the radius of your aura.
Fire | A fiery energy consumes your body. At the start of your turn, roll 1d10. You take half that much fire damage and deal the full rolled amount in fire damage on the first unarmed or Brawler Weapon Attack you land in a turn.
Lightning | Static leaps off you as lightning courses across your body. You gain 5 ft movement speed, and when you land two or more unarmed or Brawler weapon attacks on the same creature in a turn, they must make a Constitution Saving Throw or lose their reaction.
Necrotic | A dark force envelops you. When you land an unarmed or Brawler Weapon attack, you may spend your Bonus Action to recover half of the amount of the damage dealt.
Poison | You drip poison sweat from your body. When you land an unarmed or Brawler Weapon attack, you may choose to deal any amount of that damage to their energy pool instead of hit points.
Radiant | You start to glow in a radiant aura. You provide bright or dim light in up to a 30 ft radius and can adjust the brightness and radius as a free action. As a reaction to a creature being targeted by an attack within 15 ft of you, you can impose disadvantage on the attack roll as you flare the brightness up. A creature that does not rely on sight or is immune to the blinded condition is immune to this effect.
Thunder | Your strikes reverberate inside a creature. When you land an unarmed or Brawler Weapon attack on a creature, they must make a Constitution Saving Throw. On a failed save, on their next turn, if they move more than 5 ft, they take 1d4 Thunder damage. This effect can stack.