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<blockquote data-quote="Alsair" data-source="post: 6843545" data-attributes="member: 6812967"><p>I have done this to an alternative for auras. What do you think?</p><p></p><p>Elemental Invocation</p><p>Elemental Wardens excel in helping their allies. At 1st level you learn to invoke elemental spirits to aid you and your companions</p><p></p><p>Invocation: You learn 2 Invocation, which are detailed under “Invocation” below. Invocation give actions or abilities that you or your allies can make in some way. You can use only one Invocation per round. At 1st level, you know two Invocation, one of which must match your chosen path element. You learn one additional Invocation at 2nd, 5th, 8th, 11th, 14th, 17th and 20th levels, for a total of nine known. Each time you use your Elemental Invocation feature, you choose which Invocation you want to activate from the Invocations you know. </p><p></p><p>Invocation Dice: You have Invocation dice equal to your wisdom modifier (minimum 1), which are 1d6. Every time you use an Invocation you spend one of this die. An Invocation die is expended when you use it. Vou regain all of your expended Invocation dice when you finish a short or long rest. At 10th level, your invocation dice turn into d8s. At 20th level, they turn into d10s. </p><p></p><p>Invocations</p><p>Air Invocation:</p><p>Air Guiding: when you hit a creature with an attack on your turn, you can use a bonus action to guide your companions to strike. When you do so, one friendly creatures in 30 feet who can see or hear you and expend an Invocation die, that creatures can immediately use its reaction to make one weapon attack to the same target and add the Invocation die to his weapon attack </p><p>Air Shield: When a creature attempt to hit you or one of your companions, you can impose an Air Shield to you or that companion immediately as a reaction. When you do so, roll your Invocation dice and add it to your or his AC.</p><p>Quick winds: You can use air spirits to help you or one of your companions, choose one creature and give it a bonus to one dexterity base check or saving throw within 10 minutes equal to the Invocation die roll.</p><p></p><p>Earth Invocation:</p><p>Earth Nature: You can use earth spirits to help you or one of your companions, choose one creature and give it a bonus to one Constitution base check or saving throw within 10 minutes equal to the Invocation die roll.</p><p>Stone Hardening: on your turn, you can use a bonus action and spend an Invocation die to make the skin of a creature hard as rock. When you do so, choose yourself or a companion and that creature gains temporally hit points equal to your Invocation die roll.</p><p>Stone Burst: You can expend one invocation die and use a bonus action on your turn to conjure a rock, you or an ally in 30 feet choose a creature as target. You or you ally have advantage on the next attack roll against that creature, If that attack hits, add the Invocation die to the attack's damage roll.</p><p></p><p>Fire Invocation:</p><p>Fire Power: you use fire spirits to trouble a creature. The next Spell cast to the creature have bonus on the spell attack and save DC equal to the Invocation die roll</p><p>Fire immolation: you invoke a fire spirit to immolate itself to a creature when it gets damage from a spell. As a bonus action you invoke the elemental and the next spell that do damage to him until the end of your next turn get a bonus on the damage equal to the invocation roll as fire damage.</p><p>Fire presence: You can use fire spirits to help you or one of your companions, choose one creature and give it a bonus to one Charisma base check or saving throw within 10 minutes equal to the Invocation die roll.</p><p>.</p><p>Water Invocation:</p><p>Healing Effusion: You can use water elementals to heal your allies. When you do so, as an action pick a companion that you can touch or yourself and use an Invocation die. That companion can spend one of his remaining Hit Die and get a bonus equal to the Invocation die roll. You can use this only one time on the same creature per long rest. You can’t use this on a creature that doesn’t have any Hit Die left.</p><p>Water Calm: You can use water spirits to help you or one of your companions, choose one creature and give it a bonus to one Wisdom base check or saving throw within 10 minutes equal to the Invocation die roll.</p><p>Water bond: you can bond yourself to any ally in 30 feet and transfer to you damage he suffers. As a reaction when a creature in 30 feet you can see get damage, you can transfer half of that damage to yourself, subtract the result of the invocation die roll to the damage you will suffer.</p></blockquote><p></p>
[QUOTE="Alsair, post: 6843545, member: 6812967"] I have done this to an alternative for auras. What do you think? Elemental Invocation Elemental Wardens excel in helping their allies. At 1st level you learn to invoke elemental spirits to aid you and your companions Invocation: You learn 2 Invocation, which are detailed under “Invocation” below. Invocation give actions or abilities that you or your allies can make in some way. You can use only one Invocation per round. At 1st level, you know two Invocation, one of which must match your chosen path element. You learn one additional Invocation at 2nd, 5th, 8th, 11th, 14th, 17th and 20th levels, for a total of nine known. Each time you use your Elemental Invocation feature, you choose which Invocation you want to activate from the Invocations you know. Invocation Dice: You have Invocation dice equal to your wisdom modifier (minimum 1), which are 1d6. Every time you use an Invocation you spend one of this die. An Invocation die is expended when you use it. Vou regain all of your expended Invocation dice when you finish a short or long rest. At 10th level, your invocation dice turn into d8s. At 20th level, they turn into d10s. Invocations Air Invocation: Air Guiding: when you hit a creature with an attack on your turn, you can use a bonus action to guide your companions to strike. When you do so, one friendly creatures in 30 feet who can see or hear you and expend an Invocation die, that creatures can immediately use its reaction to make one weapon attack to the same target and add the Invocation die to his weapon attack Air Shield: When a creature attempt to hit you or one of your companions, you can impose an Air Shield to you or that companion immediately as a reaction. When you do so, roll your Invocation dice and add it to your or his AC. Quick winds: You can use air spirits to help you or one of your companions, choose one creature and give it a bonus to one dexterity base check or saving throw within 10 minutes equal to the Invocation die roll. Earth Invocation: Earth Nature: You can use earth spirits to help you or one of your companions, choose one creature and give it a bonus to one Constitution base check or saving throw within 10 minutes equal to the Invocation die roll. Stone Hardening: on your turn, you can use a bonus action and spend an Invocation die to make the skin of a creature hard as rock. When you do so, choose yourself or a companion and that creature gains temporally hit points equal to your Invocation die roll. Stone Burst: You can expend one invocation die and use a bonus action on your turn to conjure a rock, you or an ally in 30 feet choose a creature as target. You or you ally have advantage on the next attack roll against that creature, If that attack hits, add the Invocation die to the attack's damage roll. Fire Invocation: Fire Power: you use fire spirits to trouble a creature. The next Spell cast to the creature have bonus on the spell attack and save DC equal to the Invocation die roll Fire immolation: you invoke a fire spirit to immolate itself to a creature when it gets damage from a spell. As a bonus action you invoke the elemental and the next spell that do damage to him until the end of your next turn get a bonus on the damage equal to the invocation roll as fire damage. Fire presence: You can use fire spirits to help you or one of your companions, choose one creature and give it a bonus to one Charisma base check or saving throw within 10 minutes equal to the Invocation die roll. . Water Invocation: Healing Effusion: You can use water elementals to heal your allies. When you do so, as an action pick a companion that you can touch or yourself and use an Invocation die. That companion can spend one of his remaining Hit Die and get a bonus equal to the Invocation die roll. You can use this only one time on the same creature per long rest. You can’t use this on a creature that doesn’t have any Hit Die left. Water Calm: You can use water spirits to help you or one of your companions, choose one creature and give it a bonus to one Wisdom base check or saving throw within 10 minutes equal to the Invocation die roll. Water bond: you can bond yourself to any ally in 30 feet and transfer to you damage he suffers. As a reaction when a creature in 30 feet you can see get damage, you can transfer half of that damage to yourself, subtract the result of the invocation die roll to the damage you will suffer. [/QUOTE]
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