Your elemental companion grows stronger, and the bond you have formed deepens, enhancing your affinity for healing and giving you a limited empathic awareness.
- Your elemental gifts you with a healing touch, and assists you in tending injuries and mending wounds. When you cast spare the dying, the target recovers 1 hp. When you cast lesser restoration, or a spell of 1st level or higher that restores hit points, the target recovers an additional number of hit points equal to your Charisma modifier.
- Water Scrying: You touch a body of fresh water, such as a cup or a small pond, and connect it to a target body of fresh water so that sound and light pass through them as if you had cast a modified version of the scrying spell. You may target a specific body of water that you are familiar with, or you may designate a location that you can either picture clearly in your mind or speak the name of, creating a connection with a random body of water in that area. Both bodies must be on the same plane of existence as you, and the target body must be within a number of miles equal to one quarter your Charisma score. Both bodies must be at least one inch deep and one inch in diameter. If the target body is large, such as a river or lake, you open a connection with a portion of the surface one foot in diameter, and may move the location of the connection by 30 feet as an action. You must maintain concentration on this effect as if concentrating on a spell. The effect lasts for a number of minutes equal to your Charisma modifier (minimum 30 seconds). The effect ends early if you lose concentration, move more than 60 feet away from both bodies of water, fall unconscious, die, or if you end the effect as a free action. You may use this ability once, regaining the use when you complete a long rest.
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Expanded Innate Spellcasting: You learn one of the following spells and may cast it once as a 2nd level spell for free, regaining the use when you complete a long rest: create or destroy water, cure wounds, inflict wounds, purify food and drink, acid arrow, alter self, find steed, hold person, lesser restoration, protection from poison. Charisma is your spellcasting ability for this spell. You may swap this spell for a different one from this list when you gain a level.
If you select the spell find steed, the summoned creature is considered to be a water elemental, and appears to be made of rippling water. Otherwise its statistics remain the same.
Previous Versions
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7/24/2021 3:06:13 AM
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2.2
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Coming Soon
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Posted Jul 24, 2021I have endeavoured to make this feat as user-friendly as possible, and have tried to keep it balanced when compared to official feats. I welcome all constructive criticism and feedback. If you find that a particular point is not clear, or if feel that the balance is off, I hope and ask that you will leave a comment. Nothing excites me more than knowing that something I have designed is being play-tested.
It is part of a collection of feats along the same vein, and I hope that if you enjoy this feat, you will explore the others in the collection. Search Biscuits_of_Rowan for more examples.
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Posted Jan 24, 2022If you are enjoying your elemental spirit guide, why not take a look at my related spells? Conjure a steed that runs like the wind or a guardian wolf of liquid fire with Find Elemental Companion. Or, introduce yourself to Sprout, an adorable wood golem with Summon Elemental Golem.
If you feel that something could be better balanced or worded clearer, I am always delighted to receive feedback from play testers, so don’t be shy.