Healing Light: Difference between revisions

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Healing Light
Healing Light
At 1st level, you gain the ability to channel celestial energy to heal wounds.  
At 1st level, you gain the ability to channel celestial energy to heal wounds.
You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.
You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.
As a bonus action, you can touch a creature and heal it, spending dice from the pool.  
 
As a bonus action, <s>you can touch a creature and heal it</s>, you can target a creature within 60 feet*, spending dice from the pool.  
The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die).  
The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die).  


Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Your pool regains all expended dice when you finish a long rest
Your pool regains all expended dice when you finish a long rest
<b>*</b>: Updated as per changes in Xanthar's guide

Latest revision as of 03:26, 26 March 2018

Healing Light At 1st level, you gain the ability to channel celestial energy to heal wounds.

You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can touch a creature and heal it, you can target a creature within 60 feet*, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die).

Roll the dice you spend, add them together, and restore a number of hit points equal to the total. Your pool regains all expended dice when you finish a long rest


*: Updated as per changes in Xanthar's guide