Jeoffrey (Water Element)

## Attuning to this shard

Attuning to Jeoffrey requires meditation over a calm bowl of water, a placid lake, or a similarly calm source of water while contemplating the attributes of Elemental Water

NOTE: Attuning to both Jeoffrey & Kevin:

Water + Metal

\* Blood curse: expend 3 charges from each to cast 'Bestow Curse' on a target humanoid. Curse is a randomly-determined form of lycanthropy, and if not cast on 'self' the target must pass a DC15 WIS save or be charmed by you until the next full moon.

\* Spread Disease: expend 5 charges each to cast 'Contagion' (+9 to hit, save DC: 17). In addition to the normal effects, while the target suffers from the disease, the first time a humanoid comes within 5' of the target they must pass a DC10 CON save or also fall victim to the disease (subsequent saves are made at the full difficulty)

\* Cure Lycanthropy: Cast 'Remove Curse' to end effects of Lycanthropy on target for 1 charge (either shard)

\* Control the Beast Within: If you are afflicted with lycanthropy, you have full control of yourself and your form, except on nights of the full moon (no alignment changes)

## Rules and Abilities

### Shard of the Elemental Mask

These rules are common to all elemental shards (upgrades in **bold**)

* Has a maximum number of charges equal to the attuned character's level **plus 1**
* Character does not regain HP or Hit Dice after a long rest
* This shard regains **~~a total number of charges equal to the number of Hit Dice a character would normally recover~~ all charges on a Long Rest**
* Attunement cannot be ended voluntarily - must be attuned to another character
* Can use **~~1~~** **0** charges to make a ranged spell attack up to 60' (attack bonus: 3 + character's proficiency bonus), which deals 2D8 damage of **one of** that element's associated damage types
* Can speak telepathically with the party to a range of at least 100'

### Shard of Water

These properties are currently known. Additional powers may be granted as deeper insight into the element is gained.

* Gain ability to breathe underwater and a Swimming speed of **~~20'~~** **equal to your walking speed** (unless user already has a better swim speed)
* Cast 'Alter Self' for ~~**1**~~ **0** charges, no concentration required
* **Cast 'Water Breathing' for a number of charges equal to number of targets divided by 3 (rounded up)**
* Cast 'Polymorph' on self, retaining own WIS, INT & CHA (similar to Wildshape). Charges expended is equal to the CR of the chosen Beast if the Beast has a swimming speed (round down), double the CR (round up) if the chosen form does not.
* Polymorph into a large Water Elemental for up to **~~1~~ 10** minutes by expending 5 charges, maintaining own WIS, INT & CHA
* **When attuned to Jeoffrey you gain proficiency in the Deception Skill. If you already have Deception as a proficiency, you gain expertise.**

## Combo Powers

While attuned to multiple Shards, additional powers are unlocked:

### Metal (Kevin)

* Blood curse: expend 3 charges from each to cast 'Bestow Curse' on a target humanoid. Curse is a randomly-determined form of lycanthropy, and if not cast on 'self' the target must pass a DC15 WIS save or be charmed by you until the next full moon.
* Spread Disease: expend 5 charges each to cast 'Contagion' (+9 to hit, save DC: 17). In addition to the normal effects, while the target suffers from the disease, the first time a humanoid comes within 5' of the target they must pass a DC10 CON save or also fall victim to the disease (subsequent saves are made at the full difficulty)
* Cure Lycanthropy: Cast 'Remove Curse' to end effects of Lycanthropy on target for 1 charge (either shard)
* Control the Beast Within: If you are afflicted with lycanthropy, you have full control of yourself and your form, except on nights of the full moon (no alignment changes)

## Attributes of Elemental Water

These are some of the elemental attributes associated with Elemental Water

### Physical Traits

* Water is highly mutable and is associated with shapechanging

### Emotional States

* Can get agitated when in the presence of his elemental opposite, fire.

### Negative Traits

* Water is deceptive. It changes perception

### Elemental Damage Types

* Cold (with Metal)
* Asphyxiation (for air-breathing creatures)