Elemental Conductor
You've learned to modify a weapon you own to channel the elements around you. At 3rd level choose between the following affinities: Fire, Cold, Lightning, or Thunder. This choice cannot be changed later. During the course of a Long Rest you may tinker on a Simple Weapon you own. When you do, while you are wielding that weapon you gain that Elemental Affinity. Additionally when you deal damage from Pinpoint Strike due to an attack or technique made by this weapon you may change the damage type to that of your elemental affinity.
Primal Tinkerings
Your device has gotten a few upgrades. At 7th level you can choose two Primal Tinkering upgrades for your Elemental Conductor from the options below which cannot be changed later:
Primal Waves: Your Elemental Conductor can make a 30/60ft ranged attack that uses your Intelligence Modifier for its attack and damage rolls. On a successful hit the attack does the weapons normal damage, but the damage type is changed to match your Elemental Conductor's affinity.
Overloaded: Your Elemental Conductor gains a second Elemental Affinity from the options listed under Elemental Conductor. Features in this subclass that are altered by your Elemental Affinity choice allow you to choose which Elemental Affinity you would like to use.
Charged: When you would land a melee attack with your Elemental Conductor you may change its damage to match its Elemental Affinity. Additionally it does additional damage equal to your Intelligence Modifier.
Control: Your Elemental Conductor allows you access to manipulate its associated element. You gain the technique associated with your Element which does not count against your techniques known. Additionally you may use this technique a number of times equal to your proficiency bonus without having to spend energy.
Control Table
Element Technique
Fire Control Flames
Cold Shape Water
Lightning Shocking Grasp
Thunder Booming Blade
Condensed Element
The elemental energy inside your conductor has reached critical mass. At 10th level on your turn as an Action you can summon an Elemental Manifestation. The stat blocks for each Elemental Manifestation are listed on the following page. As a Bonus Action on each of your turns you can move your Elemental Manifestation according to its movement capabilities listed in the stat block. Its Saving Throw Bonuses are equal to your own. If your Elemental Manifestation reaches 0 HP or below it instantly is removed from combat and cannot be summoned again until you finish a Long Rest.
Energy Unleashed
Accruing an tremendous energy your Elemental Manifestation can no longer be contained. As an action on your turn if your Elemental Manifestation is active you can command it to unleash its energy and perform the Energy Unleashed attack in its stat block these attacks can trigger your Pinpoint Strike, but if the attack would hit multiple targets the damage is distributed equally among all targets that were hit by the attack.
Mastered Tinkerings
The Elemental Conductor you've worked tirelessly on has reached perfection. At level 17 choose one of the following benefits for your Elemental Conductor which cannot be changed later.
Primal Caller: Once per short rest you can summon your Elemental Manifestation when you enter combat. You no longer need to use a Bonus Action to control your Elemental Manifestation.
Fully Attuned: You gain resistance to the damage types associated with your Elemental Conductor's Elemental Affinity. Additionally when you would take damage from a melee attack you may use your reaction to have the creature take damage equal to your Intelligence Modifier of your Elemental Conductor's Elemental Affinity