AT: Halo

Healing

 
Halo

You have a Halo that sheds light, no matter if it's powered by positive or negative energy.

You learn the Magic Lights. Additionally, you gain another option, being able to conjure a Halo that sheds 20 ft of Bright Light and 40 ft of Dim Light in a radius around you.

At Character Level 5, once per Swift Rest, you can heal all allies within range of the dim light for 1d10 .


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