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Bodhisattva

Bodhisattva

Your phantom is actually a bodhisattva, a manifesting of your karmic spirit and embodyment of purity of soul.  

Enlightened Strikes

At 5th level your Phantom’s attacks are imbued with spiritual force, purifying and disrupting the essence of your foes.
  • Enlightened Damage: Your Phantom’s attacks now deal radiant damage in addition to their normal damage type.
  • Compassionate Intervention: Whenever your Phantom reduces a creature to 0 hit points, you can choose to spare the creature’s life, stabilizing it instead. If you do so, you or an ally within 30 feet regain hit points equal to your Charisma modifier + your level.
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    Aura of Serenity

    At 9th level the presence of your Bodhisattva Phantom calms and protects allies, creating a zone of peace even amidst the fiercest battles.
  • Aura of Calm: Your Phantom emits a 15-foot radius aura that grants you and allies resistance to psychic damage and advantage on saving throws against being charmed or frightened.
  • Soothing Touch: As a bonus action, your Phantom can touch an ally within 5 feet, ending one condition on them: charmed, frightened, blinded, or poisoned. This ability can be used a number of times equal to your proficiency bonus per long rest.
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    Thousand-Handed Strike

    At 15th level, channeling the spiritual might of your Bodhisattva Phantom, it can manifest multiple spiritual arms to unleash a devastating barrage of strikes.
  • Multi-Strike Manifestation: As an action, your Phantom can make a melee spell attack against up to three different targets within range. Each target hit takes 4d8 radiant damage. If all three attacks are directed at a single target, the damage is 6d8 radiant damage.
  • Meditative Focus: You can enter a state of meditation as a bonus action, granting your Phantom advantage on all attack rolls until the end of its next turn. This can be used once per short or long rest.
  • Bodhisattva’s Grace

    At 18th level your Phantom becomes a true embodiment of enlightenment and compassion, shielding allies and striking down evil.
  • Sacred Sanctuary: Once per long rest as an action, your Phantom can create a 30-foot radius sphere of spiritual energy centered on itself. The sphere lasts for 1 minute or until dismissed. While within the sphere:
  • Allies gain immunity to being charmed or frightened.
  • You and allies regain 10 hit points at the start of each of your turns.
  • Hostile creatures within the sphere must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) at the start of their turn or be blinded until the end of their next turn.

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