Jsk Ravager

''The Ravager combines weapon mastery with devastating bursts of elemental magic. Ravagers have a natural well of magic within them, similar to Sorcerers, allowing them to easily weave magic in between their attacks. Their innate ability to manipulate the magical weave that permeates all things allows them to flavour their spells with any element they want, capitalising on key weaknesses that their enemies possess. A powerful Ravager can evolve their elemental magic into rarer and more advanced forms, which further help them dominate their foes. There are even legends of Ravagers being capable of briefly reaching into the domains of the divine to cause unparalleled destruction.''

Arcane Rush
At 3rd level, your Action Surge and Second Wind features provide additional benefits.
 * Action Surge: You can change your elemental affinity (no action required).
 * Second Wind: You regain 20 expended magic points.

Magic Points
At 3rd level, you gain access to the spells listed in the Ravager Magic Table. Your spellcasting ability for your Ravager spells is Charisma. Unlike normal spells, you do not expend spell slots to cast your magic. Instead, you use magic points, which are drawn from within yourself and the world around you. Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
 * Elemental Affinity: As an action, you can change your elemental affinity to one of four elements: earth, fire, water, wind. Changing your elemental affinity grants you access to the list of spells associated with that element (see the Ravager Magic Table).
 * Magic Points: You have 100 magic points, which you expend to cast your Ravager spells. When you finish a long rest, you regain all of your expended magic points. When you roll for initiative, you regain 50 expended magic points.
 * Ritual Casting: As a Ravager, you cannot cast your Ravager spells as a ritual.
 * Spellcasting Focus: You do not need a spellcasting focus to cast your Ravager spells.

Spell Attack Modifier = your proficiency bonus + your Charisma modifier

Annihilation
At 7th level, when you take the Attack action on your turn you can forgo one of the attacks granted by your Extra Attack feature to cast a Ravager spell or change your elemental affinity (your choice).

Furthermore, your weapon skills and magical aptitude work in tandem with one another. When you hit a target with a weapon or you successfully cast a spell on a target, you can choose to gain the annihilate effect, which lasts until the end of the current turn or until you benefit from the annihilate effect. You can choose to gain the annihilate effect a number of times equal to your proficiency bonus, and you regain any expended uses when you finish a long rest.
 * Annihilate: Your next weapon attack or spell attack is made with advantage, or the next Ravager spell that you cast has its magic point cost reduced by 10 (your choice).

Advanced Element
At 10th level, you can choose one of the four basic elements to specialise in. This grants you access to a special set of additional spells that are only accessible while in your chosen element. Choose one of the following options. While your elemental affinity matches your chosen element, you gain access to additional spells, as seen in the Ravager Advanced Magic Table below.
 * Earth: You specialise in earth, granting access to the advanced element of metal.
 * Fire: You specialise in fire, granting access to the advanced element of lightning.
 * Water: You specialise in water, granting access to the advanced element of ice.
 * Wind: You specialise in wind, granting access to the advanced element of thunder.

Devastation
At 15th level, your power increases as you defeat your enemies. If you kill a target with a weapon attack or a Ravager spell and that attack or spell was enhanced by your annihilate effect, you regain 10 expended magic points or gain 10 temporary hit points (your choice).

Divine Element
At 18th level, your ability to manipulate magic is not limited to just your own, but also the divine domains that control chaos and order. When you cast a Ravager spell from the Ravager Advanced Magic Table, you can choose to enhance the spell with astral or umbral power. An astral spell deals radiant damage instead of its normal damage type, and an umbral spell deals necrotic damage instead of its normal damage type.

A creature that is vulnerable to necrotic damage takes triple damage from your umbral spells instead of double damage, and a creature that is vulnerable to radiant damage takes triple damage from your astral spells instead of double damage.

Once you have used this feature, you cannot use it again until you have finished a long rest.