An elementalists’ power comes from within them, but elemental energy permeates the physical world. By learning how to draw upon the energy of the natural world, a channeler gains access to a near endless font of power. But, wielding the primal powers of the world by force can be dangerous, and many channelers are burned in the process.
You have learned how to draw upon not just your own elemental energy, but the energy of the world around you. At 3rd level, you can use your bonus action to gather energy as long as you have a free hand. While held, the gathered energy remains inside or swirling around your hand, creating an obvious visual display, such as a burning fire ball, a swirling wind, a churning mass of rock, or a swirling orb of water. You can expend your gathered energy when you use your action to attack with elemental blast to gain temporary spell points equal to half your proficiency bonus that can only be used toward an elemental blast augmentation. These temporary spell points cannot be used to exceed your spell point casting limit.
As a specialist of your elemental blasts, your versatility is your greatest strength.
At 3rd level, you learn 1 additional augmentation of your choice. You learn an additional augmentation at 7th, 11th, 15th, and 19th levels.
Elementals are beings of pure elemental energy. Because of their nature and immunities, they can be the bane of elementalists, especially those who share their elemental affinity. But, you have learned to turn their elemental nature against them.
Starting at 7th level, you can draw elemental energy directly from an elemental, gaining power and damaging them in the process. As an action, choose an elemental creature you can see within 60 feet. The creature must attempt a Constitution save against your spell save DC or take Force damage equal to your basic elemental blast damage. If it succeeds the save, it takes half damage. If it fails the save, you gain a free Gather Energy, except the temporary spell points granted are equal to your full proficiency bonus, and they last until the end of your next turn.
Your power flows directly through you, and you have the ability to push yourself and sacrifice your own safety by channeling more energy through you than your body can handle.
Starting at 7th level, when you use your elemental blast as an action, you can choose to power surge to gain temporary spell points equal to half your proficiency bonus that must be used on an augmentation or augmentations on that elemental blast. When you choose to power surge, you take 1d8 damage per temporary spell point gained. This damage cannot be reduced in any way. These temporary spell points cannot be used to exceed your spell point casting limit.
Though pushing your limits is dangerous, the more you do it the more you feel power lingering behind.
Starting at 11th level, on the round after you use your Power Surge ability, you gain advantage on your next elemental blast attack.
You have nearly become an open gateway to pure, unlimited elemental energy.
Starting at 15th level, you may use Power Surge without taking damage once per minute.