Through learning how to channel elemental energy through your weapon, you can coat your attacks in an element of your choice. Many Wano Kuni samurai have mastered this style.
Elementalist (Spellcasting)
When you reach 3rd Level, you augment your martial Prowess with the ability to use Elemental Powers (Cast Spells). See "Casting a Spell" for the general rules of Spellcasting in the Standard D&D 5th Edition Player's Handbook. You use the Tinkerer spell list.
Natural Abilities (Cantrips).
You learn two Natural Abilities (Cantrips) of your choice from the Tinkerer spell list. You learn an additional tinkerer cantrip of your choice at 10th level.
Elemental Power (Spell) Slots.
The Elemental Weapon Powers (Spellcasting) table shows how many Spell Slots you have to cast your tinkerer Spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest.
For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Elemental Powers (Spells) Known of 1st-Level and Higher.
You know three 1st-level Tinkerer Spells of your choice, two of which you must choose from the Abjuration and Evocation spells on the Tinkerer spell list.
The Spells Known column of the Elemental Weapon Spellcasting table shows when you learn more Tinkerer spells of 1st level or higher. Each of these spells must be an Abjuration or Evocation spell of your choice, and must be of a level for which you have Spell Slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd Level.
The Spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the Tinkerer spells you know with another spell of your choice from the Tinkerer spell list. The new spell must be of a level for which you have Spell Slots, and it must be an Abjuration or Evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Special Power (Spellcasting) Ability.
Intelligence is your Spellcasting Ability for your Tinkerer spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Tinkerer spell you cast and when Making an Attack roll with one.
Special Power save DC = 8 + your Proficiency Bonus + your Intelligence modifier
Special Power Attack modifier = your Proficiency Bonus + your Intelligence modifier
Elemental Style
At 3rd Level, you learn a ritual that creates a spiritual bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can use any bonded weapon as a Spellcasting Focus for your Tinkerer Spells. Any spells you cast will emanate from your weapon as if channeling your spirit through your weapon and releasing the spell from it. For example, if you cast Fire Bolt, imagine a fire slash or wave being released from your weapon toward your target.
Additionally, when you attack and hit with a bonded weapon, you can expend one spell slot to deal fire, cold, or lightning damage to the target, in addition to the weapon’s damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6.
You can have up to three bonded Weapons. If you attempt to bond with a fourth weapon, you must break the bond with one of the other three.
Dance of Elements
Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon Attack as a Bonus Action.
Water Siphon
At 10th level, you learn how to make your weapon strikes undercut a creature’s Resistance to your Spells. When you hit a creature with a weapon Attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Lightning Dash
At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.
Improved Dance of Elements
Starting at 18th level, when you use your action to Cast a Spell, you can make one weapon Attack as a Bonus Action.