Mastered Elemental Bond: Water Image
Prerequisite: Requires a Deepened Elemental Bond in Water Requires a Wisdom Score of 13 or higher
 

The bond with your elemental of Water grows, furthering your mastery of the element and granting you an innate Empathic Sense.

  • Empath's Sense: You can feel the collective emotional atmosphere of all creatures within 15ft of you, learning if the general mood is anxious, hostile, jovial, sorrowful, ambivalent, or apathetic by feeling such emotions yourself. If the collective emotional state is overwhelmingly one emotion over another, you may experience certain effects as described below. You do not learn the specific emotional state of any individual creature, although the emotions of creatures that you know well are familiar to you and are not confused with the rest of the emotional noise. You may pick up any particularly strong emotions within the radius, although you cannot determine from which direction any such emotions are emanating.
    Overwhelming Anger or Hostility gives you advantage on initiative rolls, but you are unable to benefit from a long rest;
    Overwhelming Anxiety gives you disadvantage on saving throws to avoid being frightened, and you are unable to benefit from a short or long rest;
    Overwhelming Excitement gives you advantage on initiative rolls, disadvantage on saving throws to maintain your concentration, and you are unable to benefit from a long rest;
    Overwhelming Joy gives you advantage on saving throws to avoid being frightened, and disadvantage on saving throws to avoid being charmed.
    Overwhelming Sorrow gives you disadvantage on initiative rolls, and you are unable to benefit from a long rest.
  • You may use an action to sharpen or expand your empath's sense, or to give yourself a moment of peace (details in the action description). You may do so a number of times equal to your Charisma modifier, regaining all uses when you complete a long rest.
  • Mastered Innate Spellcasting: You learn one of the following spells and may cast it once for free as if using a 3rd level spell slot, 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, glyph of warding, mass healing word, tidal wave, revivify, wall of water, water breathing, water walk. 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.
If you select the spell glyph of warding, you may only use the explosive runes part of the spell, and the damage type you choose must be of an element to which you are bonded (ie. acid for water; cold for ice; fire for fire; lightning for lightning; thunder for air).

You gain one feature enhancement, choosing from one of the two options listed below:

  • Deep-Water Scrying: When you use your water scrying ability, you may now target a body of salt water or water-based liquid, such as a cup of wine or bowl of broth. Also, the distance over which you can project the effect doubles, totalling a number of miles equal to half your Charisma score, and the effect lasts up to 1 hour. Finally, you may choose to make the connection two-way, allowing you to be seen and heard through the target body.
  • Master Healer: You are a master of the healing arts, able to treat injury and illness with a touch. As an action on your turn, you may touch a target creature and enter a state of meditative concentration. You make a special Wisdom (Medicine) check, treating a total score of 3 or less as a total of 4. The target creature expends one hit die and adds their Constitution modifier to the roll. Add these two numbers together to get a total healing score. If you are targeting yourself with this ability, you have advantage on the hit die roll. At the beginning of your next turn, and on each subsequent turn thereafter, the target creature recovers 5 hit points each round until the total healing score is depleted. If the target creature is at least half submerged in clean, fresh water for the duration of your turn, it recovers additional hit points equal to the same amount at the end of your turn, which does not contribute to the depletion of the total healing score. You may choose to negate the expended healing points from any given round (minimum 5 required) to instead remove one disease or condition afflicting the target, as if you had cast a lesser restoration spell on it. On its turn, the target creature may also choose to spend its action to expend one additional hit die, instantly regaining hit points equal to the amount rolled (further rules in action description).
  • Water Adept: Your elemental assists you in the water, effectively giving you an innate swimming speed of 30ft. If you already possess a swimming speed, if you cast alter self to gain the aquatic adaptation, or if you acquire a swimming speed by other means, your swimming speed is increased by a further 15 ft. Furthermore, while in water, you gain the ability to siphon a small amount of oxygen from the water around you. While you are at least half submerged in a body of water, you can hold your breath for a number of minutes equal to 1 + your Constitution modifier + your Charisma modifier (minimum 1 minute).

Previous Versions

Name Date Modified Views Adds Version Actions
8/3/2021 9:46:32 AM
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Mastered Elemental Bond: Water Image

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