Healing Light
How it's obtained: Bought with 30 Aethyr points, or taken with a free pick that allows it.
- Aethyrpoint Cost
- 30
- Level Requirement
- 1
- Technique Requirement
- General
- Source Reference
- Warlock Celestial Feature
- Source Requirement
- Possession
- Activation Time
- Bonus Action
- Domain Requirement
- Divine
- Recharge Type
- Long Rest
- Concentration?
- No
Description
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 intensity level.
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Aethyrflame ability 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.
Additionally, when you restore hit points to a creature suffering from a Condition other than: Exhaustion, Petrified, Encumbered, Concentrating, Grappled, Restrained, Prone, Crouched, Invisible, Suffocating, you can use your reaction to end one condition affecting the creature.