![]() 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 Light and Sacred Flame 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. Once you use this feature, you can't use it again until you finish a short or long rest.Source: Unearthed Arcana 10 - Light, Dark, Underdark! Undying Light Flaws Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. When you reach 14th level, you partake of some of the true secrets of the Undying. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged. Undying Natureīeginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. Once you use this feature, you can't use it again until you finish a long rest. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with Spare the Dying. Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell. On a successful save, the creature is immune to this effect for 24 hours. On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of Fireball). You also have advantage on saving throws against any disease.Īdditionally, undead have difficulty harming you. Starting at 1st level, you learn the Spare the Dying cantrip, which counts as a warlock cantrip for you. ![]() The Undying lets you choose from an expanded list of spells when you learn a warlock spell. Source: Sword Coast Adventurer's Guide Expanded Spell List
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