Inner Element Talent Image

Your adventures, training, your introspective researches and/or a special event have awakened your inborn talent to manipulate a certain kind of energy.

When you take this feat, choose a damage type (you can't choose slashing, bludgeoning or piercing as a damage type for this feat), once chosen, the damage type can't be changed unless you use the Wish spell to change it.

Depending on the damage type you have choosen, you are able to perform one of the listed actions as a bonus action during your turns, those are treated as casting cantrip spells:

  • Fire: 
    • Light or put out any small fire.
    • Gradually warm or cool an object.
    • Cause a flammable object to ignite. If you target an object that is being worn or carried, the creature that is worning that object must succed on a dexterity saving throw to avoid the effect. The tarket may use it's reaction to release the ignited object that is carrying, otherwise, it takes 1d4 fire damage adn then releases the object. If you target the clothes of a creature, the creature is set on fire, at the start of its turns, the target must make a constitution saving throw. On a failure, it takes 1d4 fire damage. On a success, the fire is put out, the affected crerature or another creature may use an action to end this effect putting out the fire.
    • Create a harmless levitating flame that you willingly control (requires concentration, shines like a torch, you may freely dispell it at any moment as a free action, it is dispelled after 1 minute).
    • Gradually cool or warm your surrounds (10 foot radius sphere arround you), you choose the temperature (requires concentration).
    • Evoke to set on fire on an empty 5 feet square
    • Put out fire in at most 5 feet square.
  • Cold: 
    • Put out fire in at most 10 feet square.
    • Gradually cool or warm watter, food or an object.
    • Freeze a non-living object or a plant.
    • Gradually cool or warm your surrounds (10 foot radius sphere arround you), you choose the temperature (requires concentration).
    • Freeze an enemy on a touch (the target must succed on a dexterity saving throw or be dealth 1d4 cold damage and having it's base movement speed reduced by 10 ft on a fail, target has disadvantage on the saving throw if it is wet).
    • Freeze the surface of a little body of water with a touch (up to 15 cubic foot). If there is a creature on the space, no affects are taken.
  • Radiant:
    • Light or put out any small fire.
    • Turn a light on or off.
    • Release a strong flash that temporary blinds enemies. Creatures you choose that can see the flash must succed on a constitution saving throw or be blinded until the end of it's next turn on a fail.
    • You gain darkvision until the beggining of your next turn.
    • Increase or decrease the brightness of an object or a flame (you can increase up to double of it's natural brightness and at least can be decreased to 5 foot radius of dim light).
    • Make an object shine with a touch or create a levitating light sphere that you willingly control that can stay up to 70 feet of you or be dispelled (requires concentration, either the object or the light sphere shines bright light in a 15 foot radius and dim light for an additional 15 foot radius and lasts up to 1 minute, you may end either the effects as a bonus action; if you would make shine an object held by an enemy, it must succed on a dexterity saving throw to avoid the effect).
    • Make a flashing unnarmed melee attack as an action on your turn (a punch or a kick), you are proficient with this attack, on a hit, the target takes 1+your strenght modifier bludgeoning damage and 1d4 force damage and must succed on a constitution saving throw or be blinded until the beggining of it's next turn.
  • Force:
    • Move an object or a creature up to 5 feet square to a direction you want (a creature must succed on a strenght saving throw or be affected on a fail).
    • Move a tiny non-living object you can see to a desired place you can see.
    • Bring a tiny object or an equipment you can see to you.
    • Make a non-metal non-living object no larger than 5 cubic foot explode or be destroyed if it is not being worn or carried.
    • Make someone that you can see fall prone (The target must succed on a strenght saving throw or be affected on a fail).
    • Create a force wave in a position in a 30 feet range that you can se, that wave pushes creatures and objects to up to 5 feet square from it's center that are in a 5 foot radius of it's center (a creature must succed on a strenght saving throw or be affected and fall prone on a fail).
    • Make an unnarmed melee attack as an action on your turn (a frontal punch or a frontal kick), on a hit, the target takes 1d4+your strenght modifier bludgeoning damage and 1d4 force damage and must succed on a strenght saving throw or be pushed to up to 10 feet of you and fall prone.
  • Acid:
    • Dissolve, constitute, mend, clean or soil a non-living object no larger than 5 cubic foot.
    • Oxidize metal.
    • Mend an object.
    • Spray a corrosion wave from your palm in a 15-foot cone. Each creature in range must succed on a dexterity saving throw or be dealth 1d4 acid damage on a fail.
    • Make a creature regain 1d4 hit points (a creature can't benefit from this healing feature more than a number of times per day equal to it's level).
  • Poisson:
    • Purify, poison or rot food or an object.
    • Purify or poison up to 3 gallons of water.
    • Heal a creature from poison.
    • Spread a cloud of poisonous gas around you. The cloud covers a 5 foot radius around the space you spreaded it and lasts for 15 seconds, any creature that enters in the cloud, were in the cloud when you released it, or starts it's turn in the cloud area must succed on a constitution saving throw or be dealth 1d4 poison damage on a fail. You can't have spreaded more than one poison cloud at a time
    • Poison a creature with a touch, must succed on a dexterity saving throw or be poisoned (at the beggining of each of it's turns, the target must succed on a constitution saving throw or take 1d6 poison damage on a fail, the poison ends on a succes).
  • Thunder:
    • Create a light trembling on a 60 foot radius for at most 1 minute.
    • Increase the loudness of your voice or a sound you or another creature would make.
    • Evoke a thunderous wave in a position in a 30 feet range that can be heard up to 100 feet away. Any creature in a 5 foot radius of that position must succed on a constitution saving throw or be dealth 1d4 thunder damage and be deafened until the beggining of it's next turn on a fail.
    • Create a harmless sensorial audible effect on a up to 60 foot radius or in a location you choose that you can see.
    • Set a harmfull tremble on an object or on a 5 feet square empty space that that lasts for 1 minute (on contact, the target must succed on a constitution saving throw or be dealth 1d8 thunder damage on a fail, you may end the tremble as a bonus action, the effect ends if you would set this effect on another object or space).
  • Lightning:
    • Put on fire or a small fire with a ray.
    • Cause a flammable object to ignite with a ray.
    • Energize an engine (if possible).
    • Set on fire on an empty 5 feet square with a ray.
    • Electrically charge a group of rain clouds.
    • Increase the chance of a lightning strike on a rainy location or in a 5 foot radius circle centered on a space.
    • Throw a little thunder ray. Each creature in a 30 feet lenght line of you must succed on a dexterity saving throw or be dealth 1d4 lightning damage on a fail.
    • Give someone an electric shock while touching it (The shock may be weak or strong, if strong, the target must succed on a dexterity saving throw or be dealth 1d4 lightning damage and be stunt for 1d4 turns on a fail, the creature has disadvantage if it is wearing metal armor, you may instead only stunt the creature if you are not willing to deal damage).
  • Psychic:
    • Create a harmless sensorial effect.
    • Create an illusory light (Shines 5 feet radius of bright light and 5 feet radius of additional dim light).
    • Create a trinket or a hand-sized illusory image (It lasts until the end of your next turn).
    • Make an illusory small mark appear on an object or surface for 1 hour.
    • Send a whispered message to a creature you know that is no further than 1000 feet of you that only it can hear, you may stay attuned to hear it's reply (unless it replies, there is no way to know if the creature received the message).
    • Telepatical attack a creature you can see (target must succed on a constitution saving throw or be dealth 1d4 psychic damage and be stunt until the beggining of it next turn on a fail; alternatively, you may have the target must succed on a wisdom saving throw or be charmed, turned or frightened on a fail, your choose).
  • Necrotic:
    • Kill a tiny living object on a touch (which makes you ragain 1 hit point, you can't regain more than your maximum hit points from this feature per day).
    • Pull some living energy from a creature with a touch (must make a melee spell attack, on a hit, a target must succed on a constitution saving throw or be dealth 1d4 necrotic damage making you regain that much life on a fail, taking half that much damage on a success). You can't use this effect on a dying creature.
    • Heal a creature from a disease (You must succed on a 10 DC medicine check; if you don't know the disease, the DC is 15; if you have the Healer feat, the DC is 5. DM can determine if a disease can't be heal from this feature or not).
    • Stabilize with 1 hit point a dying creature without the need of a medicine check or an use of the healer's kit.
    • Make someone regain 1d4 hit points (A creature can't benefit from this healing feature more than a number of times per day equal to it's level).

Special Spells and Inner Element Ability

Choose an ability between inteligence, wisdom or charisma, that is your inner element ability. You learn the Inner Blast, Inner Shot and Inner Strike cantrips, you have those always prepared. The damage type used in those spells is the one you have choosen. You use your choosen ability whenever one of those spells refer to your spellcasting ability. In addition, you use your choosen ability modifier when setting the saving throw DC for the effects listed above and when making an attack roll with one of those spells.

Inner Element Spell Attack modifier = your proficency bonus + your choosen ability modifier

Inner Element save DC = 8 + your proficency bonus + your choosen ability modifier

Additionally, whenever you would deal the damage type you have choosen in a hit, by the effect of an attack, spell or any other effect that you may create, add your inner element ability modifier to the damage roll.

Inner Element Talent Image

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