Earth Guide
Tiny Spirit
Tiny Spirit
Armor: 0 Passive Armor: 2 Armor Reduction: 0
Health: 3 Vitality: 0
Movement: 0, 5 (hover)
STR END DEX AGL INT CUN ACU WIL
-1 1 0 0 0 0 1 1
Damage Resistances: acid, cold, fire, lightning, necrotic, bludgeoning, piercing, and slashing
Damage Immunities: acid, poison
Condition Immunities: charm, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Ethereal Sight. The spirit can see 60 feet into the Material Plane.
Incorporeal. The spirit exists only on the Ethereal Plane and is intangible to creatures on the Material Plane. It can only be affected by other creatures on the Ethereal Plane or by effects that specifically target ethereal creatures.
Stone Shaping. 7 Action Points: The spirit can manipulate earth and stone within a 2 ft. radius. This can be creating small walls, raising platforms, smoothing rough terrain, creating shallow depressions, or shaping loose earth into simple tools or containers. The changes are not permanent and revert to their original state after 1 hour unless you and the spirit spend additional time and resources to make them permanent.Â
Solid Foundation. While bound to this spirit, you have advantage on skill rolls to maintain good footing while traveling, such as rocky or uneven ground, and you automatically succeed on Movement (Endurance) – Exertion roll made to climb earthen surfaces.
Tiny Spirit
Armor: 0 Passive Armor: 2 Armor Reduction: 0
Health: 2 Vitality: 0
Movement: 0, 6 (hover)
STR END DEX AGL INT CUN ACU WIL
-1 0 0 1 0 1 0 1
Damage Resistances: acid, cold, lightning, necrotic, bludgeoning, piercing, and slashing
Damage Immunities: fire, poison
Condition Immunities: charm, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Ethereal Sight. The spirit can see 60 feet into the Material Plane.
Incorporeal. The spirit exists only on the Ethereal Plane and is intangible to creatures on the Material Plane. It can only be affected by other creatures on the Ethereal Plane or by effects that specifically target ethereal creatures.
Flame Wisp: 7 Action Points: The spirit creates a small, controllable wisp of flame that can light candles, torches, or lamps, or extinguish them.
Will-o'-Wisp. The spirit emits a glow. It constantly sheds bright light in a 20 ft. radius, and dim light for an additional 20 ft.
Tiny Spirit
Armor: 0 Passive Armor: 2 Armor Reduction: 0
Health: 1 Vitality: 0
Movement: 0, 7 (hover)
STR END DEX AGL INT CUN ACU WIL
-1 -1 0 2 0 0 1 1
Damage Resistances: acid, cold, fire, lightning, necrotic, bludgeoning, piercing, and slashing
Damage Immunities: poison
Condition Immunities: charm, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Ethereal Sight. The spirit can see 60 feet into the Material Plane.
Incorporeal. The spirit exists only on the Ethereal Plane and is intangible to creatures on the Material Plane. It can only be affected by other creatures on the Ethereal Plane or by effects that specifically target ethereal creatures.
Easy Breezy. 7 Action Points: The spirit creates a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 2 ft. radius. Doors and shutters being held open by someone or something aren’t affected. It can also carry whispers or small objects (weighing no more than 1 pound) up to 30 feet.
Wind at your Back. You are able to see further and hear better as the wind adjusts to help you. You hear whispers to a range of 50 feet, conversations to a range of 600 feet, and you can see a full mile with ease.
Tiny Spirit
Armor: 0 Passive Armor: 2 Armor Reduction: 0
Health: 2 Vitality: 0
Movement: 0, 6 (hover)
STR END DEX AGL INT CUN ACU WIL
-1 0 0 1 0 -1 2 1
Damage Resistances: acid, cold, fire, lightning, necrotic, bludgeoning, piercing, and slashing
Damage Immunities: poison
Condition Immunities: charm, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Ethereal Sight. The spirit can see 60 feet into the Material Plane.
Incorporeal. The spirit exists only on the Ethereal Plane and is intangible to creatures on the Material Plane. It can only be affected by other creatures on the Ethereal Plane or by effects that specifically target ethereal creatures.
Touch of Water. You create a spray of cool mist that lightly dampens creatures and objects in a 2 ft. radius. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute. You can also purify water within this area.
Breath of Water. While connected to this spirit, you are able to breath, see, and move underwater as if you were in your natural environment.
Tiny Spirit
Armor: 0 Passive Armor: 2 Armor Reduction: 0
Health: 1 Vitality: 0
Movement: 0, 6 (hover)
STR END DEX AGL INT CUN ACU WIL
-2 0 1 1 0 0 1 1
Damage Resistances: acid, cold, fire, lightning, bludgeoning, piercing, and slashing
Damage Immunities: necrotic, poison
Condition Immunities: charm, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Ethereal Sight. The spirit can see 60 feet into the Material Plane.
Incorporeal. The spirit exists only on the Ethereal Plane and is intangible to creatures on the Material Plane. It can only be affected by other creatures on the Ethereal Plane or by effects that specifically target ethereal creatures.
Void Jaunt. 8 Action Points: The spirit can target the Geomancer and connect both locations across the void, allowing the spirit and the Geomancer to swap locations. The spirit can use this feature again after a short rest.
Empty Space. While connected to this spirit, you have advantage on Awareness rolls to notice hidden passages and traps. You add 5 to your passive rolls to notice traps and hidden spaces.
Tiny Spirit
Armor: 0 Passive Armor: 2 Armor Reduction: 0
Health: 3 Vitality: 0
Movement: 0, 6 (hover)
STR END DEX AGL INT CUN ACU WIL
0 0 -1 1 0 0 1 1
Damage Resistances: acid, cold, fire, lightning, necrotic, bludgeoning, piercing, and slashing
Damage Immunities: poison
Condition Immunities: charm, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Ethereal Sight. The spirit can see 60 feet into the Material Plane.
Incorporeal. The spirit exists only on the Ethereal Plane and is intangible to creatures on the Material Plane. It can only be affected by other creatures on the Ethereal Plane or by effects that specifically target ethereal creatures.
Localized Gravity. 5 Action Points: The spirit increases or decreases the effect that gravity has on a target. For 10 minutes, a target creature is treated as one size larger or smaller when determining its capacity.
Mass Effect. While bound to this spirit, you have advantage on all Movement skills as your mass affects you less.
Tiny Spirit
Armor: 0 Passive Armor: 2 Armor Reduction: 0
Health: 2 Vitality: 0
Movement: 0, 6 (hover)
STR END DEX AGL INT CUN ACU WIL
-1 0 0 1 -1 0 1 2
Damage Resistances: acid, fire, lightning, necrotic, bludgeoning, piercing, and slashing
Damage Immunities: cold, poison
Condition Immunities: charm, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Ethereal Sight. The spirit can see 60 feet into the Material Plane.
Incorporeal. The spirit exists only on the Ethereal Plane and is intangible to creatures on the Material Plane. It can only be affected by other creatures on the Ethereal Plane or by effects that specifically target ethereal creatures.
Frost Touch. 5 Action Points: The Spirit causes ice to form within a small 2 ft. radius. This can be used to freeze water, chill a drink, extinguish fire, or jam complex mechanisms, giving creatures advantage on defense rolls to resist the effects of traps that they can see or know about.
Hot or Cold. While bound to this spirit, you have advantage on defense rolls made to resist extreme hot or cold environments.
Tiny Spirit
Armor: 0 Passive Armor: 2 Armor Reduction: 0
Health: 2 Vitality: 0
Movement: 0, 6 (hover)
STR END DEX AGL INT CUN ACU WIL
-1 0 0 1 1 0 1 1
Damage Resistances: acid, cold, fire, lightning, bludgeoning, piercing, and slashing
Damage Immunities: necrotic, poison
Condition Immunities: charm, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Ethereal Sight. The spirit can see 60 feet into the Material Plane.
Incorporeal. The spirit exists only on the Ethereal Plane and is intangible to creatures on the Material Plane. It can only be affected by other creatures on the Ethereal Plane or by effects that specifically target ethereal creatures.
Decay. 4 Action Points: The spirit causes any non-living organic material within a small 2 ft. radius sphere to begin to rapidly decay. The spirit can also reduce the effects of decay on food and rations, or on a corpse.
Path of Entropy. While connected to this spirit, when you touch an object, you are able to see the history of the object from its creation to its current form. You have advantage on Intelligence rolls made to know the history of the area you are in and an advantage on rolls to know the value of an object.