Seeker: Difference between revisions

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==== Blessed Warmth ====
==== Blessed Warmth ====
''10th Level Maven of the Brightened Spirit Feature''<br>
''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.
You begin to bless your allies with a blessed radiance. When you finish a Long Rest, choose one creature you can see. That creature gains Advantage on Saving Throw against being [[Conditions#Blinded|Blinded]], [[Conditions#Deafness|Deafness]], [[Conditions#Poisoned|Poisoned]], and [[Conditions#Frightened|Frightened.]]<br>
Additionally, you learn the [[Cantrips#Dancing Lights|Dancing Lights]] Cantrip, which counts as a Seeker Spell for you and does not count against your number of Cantrips Known. While Concentrating on the [[Cantrips#Dancing Lights|Dancing Lights]] Cantrips, you can spend 2 Rites as an Action to lose Concentration on the Spell and then cast either the [[Level 5#Mass Cure Wounds|Mass Cure Wounds]] or [[Level 5#Destructive Wave|Destructive Wave]] Spell (your choice) center on any point that one of lights produced by the [[Cantrips#Dancing Lights|Dancing Lights]] Cantrip was located without expending a Spell Slot.<br>
Once you use this Action, you can't do so again until you finish a Long Rest.
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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 ====
 
Gift of the Martyr
''14th Level Maven of the Brightened Spirit Feature''<br>
''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.
When you restore Hit Points to a creature, you can expend a number of Hit Dice up to your Intelligence Modifier. When you do so, you restore additional Hit Points equal to 5 x the number of Hit Dice spent.<br>
 
Additionally, you can use an Action to spend 3 Rites and cast the [[Level 6#Heal|Heal]] or [[Level 6#Sunbeam|Sunbeam]] Spell (your choice) without Material Components.<br>
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.
Once you use this Action, you can't do so again until you finish a Long Rest.
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