![]() Additionally, choose up to five creatures you can see at the end of your rest. These temporary hit points equal your warlock level + your Charisma modifier. Starting at 10th level, you gain temporary hit points whenever you finish a long or short rest. Once you use this feature, you can’t use it again until you finish a long rest. All hostile creatures within 30 feet of you take 10 + your Charisma modifier radiant damage and are blinded until the end of your turn. You immediately stand up (if you so choose), and you regain hit points equal to half your hit point maximum. When you would make a death saving throw, you can instead spring back to your feet with a burst of radiant energy. Starting at 6th level, the radiant energy you channel allows you to overcome grievous injuries. They don't count against your number of cantrips known. Additionally, you know the sacred flame and light cantrips and can cast them at will. You have resistance to radiant damage, and when you cast a spell that deals radiant damage or fire damage, you add your Charisma modifier to that damage. Starting at 1st level, your link to the Positive Plane allows you to serve as a conduit for radiant energy. The following spells are added to the warlock spell list for you. The Undying Light lets you choose from an expanded list of spells when you learn a warlock spell. Putting it down is an unbearable thought. In a dark area, you always carry a lit torch or lantern. You fidget and are irritable when you can’t see the sun. You have an overwhelming hatred of undead creatures. You have a compulsion to enter and illuminate dark areas. You have a nervous compulsion to keep a bright light in even the barest shadow. You are afraid of the dark, and must always have a light source at hand. At the same time, you crave the light and find total darkness a suffocating experience akin to drowning.Īs an optional way to add more flavor to your character, you can pick from or roll on the following table of flaws associated with warlocks of the Undying Light. You are driven to bring light to dark places, to annihilate undead creatures, and to protect all living things. Contact with the Positive Plane causes subtle changes to your behavior and beliefs. Anything more, and you would be instantly incinerated by its energy. Your pact allows you to experience the barest touch of the raw stuff of life that powers the multiverse. Your patron is not a specific entity, but the energy that radiates from the Positive Plane. "Give yourself to the light, child, and allow it to cleanse you."
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