Fishmancy

Elementalism - Animancy Ability The ability to control and manipulate Fish.

Creature - Elementalism

XP Cost: 1   Prerequisites: Animancy

Action Type(s) Motion, Action
ARP Cost 2 (Motions Excluded)
Range 20 Meters
Requirements 1 Free Hand
Sustain 1 ARP
Traits Visible, Audible

You have the ability to influence and control Fish but not Sharks, Rays, Crustaceans or Aquatic Mammals.

Using a Motion: You can communicate with and influence nearby Fish you can see and communicate messages such as; warnings of danger, calling them closer, informing them of food sources or requesting information on food sources.

Call Aquatics: You can cause nearby Fish to use their Movement and Action as you instruct using their Reaction on your turn.  Fish always use their own modifiers for any skill checks or attacks you have them make and can only perform complex tasks if they have the intellect required. A Fish’s Intellect Total must be a 7 or higher to perform Complex Tasks(a series of instructions or commands, rather than a single one) .

Sustaining: Fish you have caused to Act will remain within range and actively avoid harm until the end of your next turn, Sustaining Fishmancy will cause them to continue to do so. When wild or unowned domesticated Fish are no longer under your control they continue behaving as normal for a member of that species.

Overpower: You can spend an additional Resource Pool Point to grant a controlled Fish Advantage on a d20 Roll,

Or Increase the range of this ability by +10 Meters,

Or grant a controlled  Fish +2 to their Attack and Damage Rolls this Turn,

Or Cause an additional  Fish to use their Movement and Action via their Reaction,

Or grant a controlled  Fish +4 to their movement speed this Turn,

Or cause a controlled  Fish to regain 1d4+Caster Modifier HP,

Or grant a controlled  Fish an additional Attack Action.