race features:
Telethia Gene. You know the Gust cantrip. Once you reach 3rd level, you can cast Cure Wounds as a 2nd level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the Levitate spell; you must finish a long rest in order to cast the spell again using this trait. Intelligence is your spellcasting ability for these spells.
High Entia Weapons Training. You have proficiency with the shortsword, longsword, lances and spear and High Entia spell casters can use these weapons to channel magic as an Arcane focus and can use lances without disadvantage.
Ether Control. You may choose an Ether element from the list below to summon no matter your class As a bonus action can cast your Ether freely in combat for the duration of 1d4 + Intelligence modifier of turns (minimum of 1). You can release the element whenever you want or it'll release in the last turn of the duration making the passive spell end. Outside combat, the Ether lasts up to half your class rounded down, until dismissed, or you enter combat. You will require a short rest to use that specific Ether spell again and you gain a level of exhaustion if you use all 6 types. When you reach lvl 5, 10, 15 and 20, you add 1 extra dice to each effect including the duration:
1: Aqua Ether; passively heal allies within 10 feet of the caster by 2d4 + Intelligence modifier for each of the caster's turns and provides bludging damage resistance too. Releasing the water element heals the caster for 2d10 + Wisdom modifier. While this ether is out, you cannot die due to dehydration or drowning.
2: Flare Ether; passively grants fire resistance and boosts the strength of allies within 10 feet of the caster adding a +1 to their Strength. When released, the element deals 2d6 fire damage + Intelligence modifier to a chosen target within 40 feet of the damage. The target then has to do a DC 15 Dexterity check taking half damage if succeeded. While this ether is out, it sheds bright light for 5 feet and dim light for 20 and the ether can ignite small flammable objects or heat up metals.
3: Earth Ether; passively grants poison resistance and a +2 bonus to AC of allies within 5 feet of the caster. When released deals 2d4 poison damage to a chosen target within 40 feet of the caster. The victim must make a DC 15 Constitution check taking half damage if succeeded. While this ether is out, you cannot be under the effects of alcohol and have advantage on saves against poison.
4: Air Ether; passively grants a 10 feet bonus movement speed to allies within a 10 feet radius of the caster. When released deals 2d6 force damage + Intelligence modifier to a target within 40 feet of the caster the target must make a Dexterity check of DC 15 on success takes half damage. While this ether is out, your footsteps make no noise, giving you advantage on stealth checks.
5: Bolt Ether; passively grants lightning resistance and a +1 to the Intelligence of allies within a 10 feet radius of the caster. When released deals 2d6 lightning damage + Intelligence modifier to a target within 40 feet and the target must then make a DC 15 Constitution check, taking half damage on a success. While this ether is out, you have advantage on investigation and perception checks.
6: Ice ether; passively grants cold resistance and you have advantage on Constitution saves. When released deals 1d6 cold damage and 1d6 piercing damage in a 10 feet radius around a target that is within 40 feet of the caster. All creatures must make a Constitution check of DC 15 , and on a failed save all creatures within the area lose half their movement speed, or on a successful save creatures within the area take half damage from each type and keep their normal speed. While this ether is out, your body has no heat signature and ignores extreme cold temperatures up to -100 Fahrenheit.