Until the spell ends, water swirls around you while dew coats your body, and you gain the following benefits:
- You Absorb Water damage and have Resistance to Fire damage.
- You have a Swim speed of 20m and can breathe underwater.
- While fully submerged in water, you have Darkvision out to 40m, Immunity to Fire damage, and the
condition.
- You can use your bonus action to create a 4m wide, 10m long Line of high-pressure water extending from both of your outstretched hands in a direction you choose. Each creature in the Line must make a
Strength saving throw, taking 3d8 Water damage. On a failed save, they are also pushed back 4m. The Water damage is increased by 1d8 if you are fully submerged or if you absorbed any Water damage since the start of your last turn.
- You can use the water's restorative properties to heal creatures. You keep track of 50 Healing Spring hit points when you cast this spell. As an action, you can expend any number of these hit points to restore that amount of HP to any creature you touch. Alternatively, you can expend 5 hit points from your Healing Spring to cure the target of one mental ailment afflicting it, choosing from
,
,
,
,
,
.
You can cure multiple ailments with a single use of this effect, expending hit points separately for each one.
During this spell's duration, you can toggle this effect on and off as an action. You can only have the effect of one Investiture spell at a time. Casting another one ends the effect of the current one.