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Whenever you roll a 1 on a d6 granted by your Sixth Sense feature, you reroll that die and must use the new roll. When you do so, you a burst of light choosing any number of creatures within 10ft of you. These creatures make a Constitution Saving Throw against your Spell Save DC. On failed Save, a creature is [[Conditions#Blinded|Blinded]] until the end of your next turn. | Whenever you roll a 1 on a d6 granted by your Sixth Sense feature, you reroll that die and must use the new roll. When you do so, you a burst of light choosing any number of creatures within 10ft of you. These creatures make a Constitution Saving Throw against your Spell Save DC. On failed Save, a creature is [[Conditions#Blinded|Blinded]] until the end of your next turn. | ||
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==== Blessed Warmth ==== | |||
''10th Level Maven of the Brightened Spirit Feature''<br> | |||
At 10th level, you are able to call on your deity for additional aid in the form of an avatar. As the sun rises, whether you are able to see it or not, choose a target to be blessed. This target has advantage on saves against blindness and deafness as well as being poisoned and frightened. | |||
Additionally, you learn the dancing lights cantrip which does not count against your cantrip total. While concentrating on dancing lights, you may spend two Rites as an action to end the cantrip early and cast either mass cure wounds or destructive wave centered on any point that your dancing lights is active at. You may not use this feature again until you have finished a long rest. | |||
Gift of the Martyr | |||
''14th Level Maven of the Brightened Spirit Feature''<br> | |||
At 14th level, when healing an ally using magical means, you can choose to spend your own hit dice to increase the healing you impart. Choose a number of your hit dice up to your Intelligence modifier to increase the healing of one target you heal by 5 hit points for every hit dice spent this way. | |||
Also at 14th level, you become a vessel for the light of your patron! Once per long rest, you may use three Rites to cast either divine word, heal, or sunbeam. When the spell ends, you cannot move or take actions until after your next turn, as you experience the elation of your diety's force moving through you. |