Prerequisite: Requires a Deepened Elemental Bond in Fire Requires a Charisma Score of 13 or higher
The bond with your elemental of Fire grows, furthering your mastery of the element and granting you new abilities.
- Thermoregulation: You may use an action to acclimate your body to extreme temperatures for up to one hour. While in effect, you do not suffer negative effects caused by extreme cold or extreme heat. Also, when you suffer cold or fire damage, you may use your reaction to give yourself resistance to the triggering damage type until the start of your next turn. You may use this ability once, regaining the use when you finish a short or long rest. You may also use this ability by expending a 2nd level spell slot or higher. When you expend a spell slot to use this ability, you must maintain concentration on the effect as if you were concentrating on a spell, and the effect ends early if you lose concentration, fall unconscious, or die.
- 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: burning hands, charm person, hellish rebuke, heroism, calm emotions, enthrall, flame blade, flaming sphere, heat metal, scorching ray, suggestion, pyrotechnics, fireball, flame arrows, glyph of warding, hypnotic pattern. 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 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 additional ability, choosing from one of the two options listed below:
- Emotional Puppeteer: You spend a minute of focused concentration to subtly tap into the hearts of a small group of creatures and influence their emotional state. You choose up to a number of creatures equal to your Charisma modifier, and choose to either trigger a strong emotion, or to heighten or supress their natural emotions. Each emotion has different conditions that they grant or impose (details in the action description). The effect takes 1 minute to cast, and lasts for up to 10 minutes. During this time, you must maintain concentration on the effect as if you were concentrating on a spell. If you lose concentration within the first minute, you are not considered to have used this ability, but potential targets gain immunity to your influence for 24 hours. Any effect you cause ends early if you lose concentration, fall unconscious, die, or if you choose to end the effect as a free action. You may choose to end the effect on any number of targets while maintaining it on others. You may use this ability once, regaining the use when you complete a long rest. You may also use this ability by expending a 3rd level spell slot or higher. If you use a higher-level spell slot, you may choose to target 1 additional creature for each spell slot above 3rd.
- Blade Ablaze: You may use a bonus action to wreathe a melee weapon you are holding with intense flames for up to one minute. You must maintain concentration on this ability for the duration as if you were concentrating on a spell. While active, the weapon sheds bright light in a 10-foot radius, dim light for a further 10 feet, and melee weapon attacks you make with the blade deal an extra 2d6 fire damage. The effect also ends if you lose concentration, fall unconscious, or die. You may use this ability once, regaining the use when you complete a short or long rest. You may also use this ability by expending a 1st level spell slot or higher. If the spell slot you use is above 1st level, the damage of the first successful attack made with the weapon is increased by 2d6 for each spell slot level above 1st.
Previous Versions
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10/22/2021 7:14:21 AM
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15
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1.12
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Coming Soon
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Posted Oct 22, 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 am aware that it may be somewhat more powerful than most feats, but as it has a two-step prerequisite chain, I deemed this appropriate. That said, I heartily welcome all constructive criticism and feedback, especially regarding the balance of the feat, both compared to official content and the other Mastered Elemental Bond feats in this suite. 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.
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.