The Background
I'm constructing a homebrew setting for a campaign in which elemental magic is much more common than in most D&D official settings.
There will be portals to the elemental planes and elemental creatures will be a common feature in the world.
To add flavour to the campaign, I want to provide adventurers (regardless of class) access to a few elemental features. I called it Elemental Affinity.
I intend to allow the players to choose one of the elements: air, earth, fire or water. Once chosen, they will not be able to change their chosen element – as, thematically, this will be something they would have grown up with as creatures born in this world.
I'm of two minds about providing this feature to NPCs from humanoid races and/or bosses but I think it would add flavour and a counter-balance perhaps, e.g. the leader and second-in-command of a large band of orcs may be Barbarians with an affinity to earth.
This is what I intend to provide my each of the players, for my homebrew:
Elemental Affinity
Choose an element to which you have an affinity: air, earth, fire, or water. As you progress, your PC will acquire certain features depending on your overall character level.
Elemental Manipulation: At 1st Level you learn a Cantrip that does not deal damage and is associated with your elemental affinity:
- (air) Gust (XGE, p.157)
- (earth) Mold Earth (XGE, p.162)
- (fire) Control Flames (XGE, p.152)
- (water) Shape Water (XGE, p.164)
Elemental Bond: At 7th level, you can tap further into your elemental affinity. In combat, you can use your reaction to use this feature; this lasts until the end of your next turn. You can use this feature up to 3 times and you regain all your expended uses of Elemental Bond when you finish a long rest.
- (air) Resistance to lightning and thunder
- (earth) Resistance to poison; advantage on saving throws against petrification
- (fire) Resistance to fire
- (water) Resistance to cold and acid
Elemental Weaver: At 11th level, your connection to the elements becomes such that you begin to understand the very fabric of elemental magic. You learn a 6th-level spell associated with your elemental affinity. Once you have cast this spell, you regain the ability to do so when you finish a long rest. This feature does not use a spell-slot or count towards the total number of spells you know. (XGE, pp.159-160)
- (air) Investiture of Wind
- (earth) Investiture of Stone
- (fire) Investiture of Flame
- (water) Investiture of Ice
Note: Your spellcasting ability for the spell depends on your class: Charisma for bard, paladin, sorcerer, or warlock; Intelligence for artificer, wizard, fighter (eldritch knight, arcane archer, psi warrior), or rogue (arcane trickster); Wisdom for cleric, druid, monk or ranger. If you have more than one spellcasting ability, you choose which one to use for the purposes of this spell. If you are a melee class without a spellcasting ability, then use: Constitution for Barbarian or Fighter; Dexterity for Rogue.
My question
Is allowing my players to have access the Elemental Affinity features (cantrips, resistance and investiture spell) likely to create any serious balance issues in the game - and potentially ruin the whole campaign?
What is a good answer?
For the purpose of an answer, it would be helpful if it followed the Good Subjective/Bad Subjective rule. I am looking for answers from DMs who have implemented a similar feature in their campaigns, or can see some obvious traps.
If you suggest an adjustment/substitute for one of the Elemental Affinity features for the purposes of rebalancing, please explain the reasoning behind it, too.