Healing Light: Difference between revisions

From Protest-Stand Wiki
Jump to navigation Jump to search
(Created page with "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...")
 
No edit summary
Line 1: Line 1:
Healing Light
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, spending dice from the pool.
The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die).


At 1st level, you gain the ability to channel
Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
celestial energy to heal wounds. You have a pool
Your pool regains all expended dice when you finish a long rest
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. 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 e

Revision as of 00:08, 21 December 2017

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, 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