When you
Transfer Vitality, choose an elemental trait:
air,
earth,
fire,
metal,
water, or
wood. If one or more of your elemental epiphanies are active, you must select the elemental trait you chose as part of casting those spells. Until the end of their next turn, the target's next
Strike deals damage based on the chosen trait (your choice), rather than its typical damage type: electricity or sonic for air, bludgeoning or piercing for earth, acid or slashing for metal, fire for fire, bludgeoning or cold for water, or piercing or poison for wood.