Nogu's Dark Path

Traditional Master

As an action, you completely refill your vessel. Once you use this ability, you cannot use it again until you finish a long rest.

Vessel Regeneration

On your turn, you can regenerate your vessel. Select ONE of the following on your turn:
  • Use a free action to regain 1 lost point from your vessel.
  • Use a bonus action to regain 2 lost points to your vessel.
  • Use an action to regain a number of points to your vessel equal to 1+ your Vigor modifier (this is your default VR score and can be modified by class features).

River

While asset and vessel represent constantly adjusting values, your river is relatively fixed. The river is your bank of quick-reference spells that can be called upon in an instant’s notice to be cast. The river is a simple value equal to your Vigor modifier—you can assign any spell into the river except for rituals.
  • Any spell with a casting time of one minute is reduced to an action while in the river.
  • Any spell with a casting time of one action is reduced to a bonus action while in the river.
  • Any spell with a casting time of one bonus action can be used once per turn as a free action while in the river.
  • Anytime you finish a short or long rest, you can swap out any spells you possess in your river.
  • Spells with a casting time longer than one minute cannot be placed in a character’s river. You are not required to put a prerequisite spell of a more powerful spell in the river to cast that more powerful spell from your river.

Path of Death

  • Path Benefit. When you recover hit points through spells, you can recover vessel instead at a rate of 1 dark:5 HP. This is a free action.
  • Synergy Path. Path of Decay
  • Traits. Death spells involve dark incantations, and when materials are required, it is often always blood or ash…or both blood and ash, often used to construct a magic circle. It’s not a subtle method of magic. Blood should be fresh, often with a recent animal sacrifice (in the past 5 minutes).

Path of Death Root Spells

Drain Touch

Make a melee spell attack against a creature, inflicting 1d6 + Vigor modifier necrotic damage, and you regain 1 hit point. For every 2 additional dark spent before casting, increase dice by 1 and recovery by 1 (max +3 each).
  • Boost (DC 15): Reduce the cost of this spell to an action.

Dead Life.

You gain your Vigor modifier in temporary hit points, which are lost after the spell expires. For every 1 additional dark spent before casting, increase gain 1 additional temporary hit point (Max +10).

Path of Death Tier 1 Spells

Animate.

A Medium or smaller-sized corpse in any state of decay (even bones) becomes any undead creature with a CR of 2 or less. On your turn, you can use a bonus action to mentally command any creature you made with this spell that you can see (you can command any or all of them at the same time). If you issue no commands, the creature only defends itself against hostile creatures. The creature is under your control for 24 hours, after which it stops obeying until you cast this spell on it again. For every 3 additional dark spent before casting, you can raise or sustain two undead.
  • Boost (DC 20): You can create undead at CR 3 or less.

Death Curse.

Make a melee spell attack against a creature; on a hit, the creature suffers disadvantage on all ability checks on Constitution saving throws until the spell ends. You also deal 1d6 additional necrotic damage whenever you hit with any non-spell attack.
  • Boost (DC 15): Make a drain touch attack (regardless if it's selected as your spell) as part of the same spell.

Path of Death Tier 2 Spells

Perish.

The target you touch must make a Constitution saving throw, taking 7d6 + Vigor modifier necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. For every 2 additional dark spent before casting, you can increase the number of dice by 1 (Max +5 dice).
  • Boost (DC 20): Increase damage dice to d8.

Line of Death.

You create an invisible wall of necrotic energy up to 60 feet long, 20 feet high, and 5 feet thick with its furthest point no further than 120 ft. You can bend this wall in any configuration, even enclosed shapes like cubes, cylinders, or domes. Each creature within its area upon creation or within 5 feet while it is in effect must make a Dexterity saving throw. On a failed save, a creature takes 7d6 + Vigor modifier necrotic damage, or half as much damage on a successful save. Any creature passing into the wall after it is cast fails automatically. For every additional 1 dark spent before casting, increase the length of the wall by 10 feet. This wall is invisible, with the only evidence of its existence being the inevitable corpses.
  • Boost (DC 13): When the duration expires, make a Vigor (Induce) check to extend the effect for another minute. The DC increases by 1 each time it is attempted.

Path of Death Tier 3 Spells

Greater Animate.

This operates the same as animate, except the maximum CR of the undead creature is now 5. For every 3 additional dark spent before casting, you can raise or sustain two undead.
  • Boost (DC 20): You can create undead at CR 6 or less.

Lifeforce.

The target must make a Constitution saving throw. On a failed save, it takes 7d6 + Vigor modifier necrotic damage, or half as much damage on a successful save; you recover hit points equal to 25% of the damage dealt. The damage can’t reduce the target’s hit points below 1. For every 2 additional dark spent before casting, you can increase the number of dice by 1 (Max +5 dice).
  • Boost (DC 20): Increase damage dice to d8.

Path of Death Tier 4 Spells

Hand of Death.

The target must make a Constitution saving throw. It takes 9d6 + Vigor necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as an undead of CR 3 or less that is permanently under your command, following your verbal orders to the best of its ability. For every 2 additional dark spent before casting, you can increase the number of dice by 1 (Max +5 dice).
  • Boost (DC 20): Increase damage dice to d8.

Resurrection (Ritual).

You touch a creature that has been dead for no more than 5 years that didn’t die of old age, and that isn’t undead. If its soul is free and willing, the target returns to life with all its hit points. This spell neutralizes any poisons and cures all diseases afflicting the creature when it died. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target is at level 4 exhaustion.
  • Boost (DC 15): You can increase the age of the corpse by 5 years. Increase the DC by 1, increasing the age by 5 years each (no Max).
  • Sacrifice: After casting, you gain four levels of exhaustion.

Path of Decay

  • Path Benefit. You have resistance to poison and acid damage.
  • Synergy Path. Path of Death
  • Traits. Necromancy’s red-headed stepchild, decay spells are often confused with the former given its use of audible incantations. The only notable difference is the lack of blood in many of the spells.

Path of Decay Root Spells

Acidic Touch.

Make a melee spell attack. On a hit, the target takes 1d8 + Vigor modifier acid damage. For every 3 additional dark spent before casting, increase dice by 1 (max +3 dice).

Acid Ball.

You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d4 + Vigor modifier acid damage. For every 2 additional dark spent before casting, increase dice by 1 (max +3 dice).
  • Boost (DC 15): Reduce the cost of this spell to an action.

Path of Decay Tier 1 Spells

Acid Spray.

You produce a 15-foot cone of acid; targets make a Dexterity saving throw, inflicting 3d6 + Vigor modifier damage on a failed save, or half as much on a successful one. A target that fails takes additional damage equal to half the initial damage. For every 3 additional dark spent before casting, increase dice by 1 (max +3 dice).
  • Boost (DC 20): Increase damage dice to d8.

Poison Puff.

A target able to inhale your attack must make a Constitution saving throw, inflicting 4d6 + Vigor modifier damage on a failed save, or half as much on a successful one. A target that fails is also poisoned for 1 minute. For every 3 additional dark spent before casting, increase dice by 1 (max +3 dice).
  • Boost (DC 20): Increase damage dice to d8.

Path of Decay Tier 2 Spells

Acid/Poison Spit.

All targets in range must make a Dexterity saving throw, suffering 7d6 + Vigor modifier damage on a failed save, or half as much on a successful one. If you spit acid, a target that fails takes additional damage equal to half the initial damage. If you spit poison, a target that fails is poisoned for 1 minute. For every 2 additional dark spent before casting, increase dice by 1 (max +3 dice).
  • Boost (DC 20): Increase damage dice to d8.

Condition.

Choose one creature that you can see within range to make two Constitution saving throws. For each saving throw failed, the target gains a level of exhaustion. Unlike standard exhaustion, these levels are lost after the spell’s duration. This spell cannot inflict level 6 exhaustion, although the target can still reach it normally. For every 3 additional dark spent before casting, add one additional saving throw (max 5 = 5 levels of exhaustion).

Path of Decay Tier 3 Spells

Decomposition.

Make a ranged spell attack against one target in range; on a hit, the target takes 7d6 + Vigor modifier damage immediately, and 2d6 + Vigor modifier damage every additional round for 10 rounds. On a miss, the attack splashes the target with acid for half as much of the initial damage and no subsequent damage. For every 2 additional dark spent before casting, increase dice by 1 (max +5 dice).
  • Boost (DC 20): Increase damage dice to d8.

Contagion.

Make a melee spell attack. On a hit, you afflict the creature with any disease of your choice. At the end of each of the target's turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.

Path of Decay Tier 4 Spells

Plague.

This operates the same as contagion, except now you can make a ranged spell attack against any number of targets you can see in range. For every 2 additional dark spent before casting, increase the range by 10 ft. (max +60 ft.).

Path of Flame

  • Path Benefit. You gain resistance to fire damage and immunity to any magical fire you create.
  • Synergy Path. Path of Self
  • Traits. Like the path of air, flame spells involve mostly hand movements and more mouth movements rather than actual words. Material components are usually flammable materials, sometimes even lighters or kerosene.

Path of Flame Root Spells

Fire Bolt.

You make a ranged spell attack; on a hit, the target takes 1d6 + Vigor modifier damage. You can also keep the flame in hand, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. For every 2 additional dark spent before casting, increase dice by 1 (max +3 dice),

Enchant Flame.

You add a flame effect to your weapon; it counts as inflicting fire as well as normal damage. Increase flame damage by +2. If cast on a gun, it lasts one clip. This spell cannot be cast on energy weapons.

Path of Flame Tier 1 Spells

Flamethrower.

You produce a 15-foot cone of fire; targets make a Dexterity saving throw, suffering 3d6 + Vigor modifier fire damage on a failed save, or half as much on a successful one. This ignites anything flammable in the area that isn’t being worn or carried.
  • Boost (DC 15): Increase damage dice to d8.

Forever Flame (Ritual).

You create a flame from an object you touch that functions the same as a torch. It creates no heat and doesn’t use oxygen. It cannot be smothered or quenched, but it can be covered.

Flaming Ball.

You create a 5-foot-diameter sphere of fire in an unoccupied space next to you. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw or take 1d6 + Vigor modifier fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can either move the sphere up to 30 feet or detonate it. If you ram the sphere into a creature, it also detonates. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites anything flammable in the area that isn’t being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. When you detonate the ball, it creates an explosion encompassing each creature in a 20-foot radius. The damage dice are doubled when a ball detonates. For every additional dark spent before casting, increase dice by 1 (max 6).
  • Boost (DC 15): Increase damage dice to d8.

Path of Flame Tier 2 Spells

Pillars of Fire.

You erect three vertical columns of fire which rise from the ground, each 5-feet across and that must be within 10 feet of another and the furthest no more than 120 feet away (each pillar must also be at least 10 feet from another pillar). Any creature inside or within 10 feet of a pillar must make a Dexterity saving throw or take 2d6 + Vigor modifier fire damage on a failed save, or half as much damage on a successful one. A target may be targeted by multiple pillars. The pillars ignite anything flammable in the area that isn’t being worn or carried. For every additional 3 dark spent before casting, add one additional pillar (max +2).
  • Boost (DC 20): Increase damage dice to d8.

Blazing Barrier.

You create a blazing wall of fire up to 60 feet long, 20 feet high, and 5 feet thick with its furthest point not further than 120 ft. You can bend this wall in any configuration, even enclosed shapes like squares or circles. Each creature within its area upon creation or within 5 feet while it is in effect must make a Dexterity saving throw. On a failed save, a creature takes 4d8 + Vigor modifier fire damage, or half as much damage on a successful save. Any creature passing into the wall after it is cast fails automatically. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. For every additional 1 dark spent before casting, increase the length of the wall by 10 feet.
  • Boost (DC 10): When the duration expires, make a Vigor (Induce) check to extend the effect for another minute. The DC increases by 1 each time it is attempted

Path of Flame Tier 3 Spells

Artillery Flare.

You hurl a fireball which arcs throughout the air and explodes 10 feet off the ground, creating a 40-foot radius circle of flame. Each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 6d8 + Vigor modifier fire damage, or half as much damage on a successful save. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. For every additional dark spent before casting, increase the area of effect by 5 feet (max +20 feet). Boost (DC 20): Upon casting the spell, the range doubles to 1,200 ft.

Fire Storm.

You create a storm consisting of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 5d8 + Vigor modifier fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell. For every additional 3 dark spent before casting, add one additional 10-foot cube (max +2 cubes).
  • Boost (DC 20): Increase damage dice to d10.

Path of Flame Tier 4 Spells

Incendiary Bomb.

You generate heat like a small star. All creatures within 30 feet of you must make a Dexterity saving throw. A creature takes 9d8 + Vigor modifier fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. For every additional 2 dark spent before casting, increase the radius by 5 feet.
  • Boost (DC 25): Increase damage dice to d10.

Path of Self

  • Path Benefit. You gain a +2 bonus to your vessel.
  • Synergy Path. Path of Flame
  • Traits. These are all personal effects with very little outward expression other than minor hand movements.

Path of Self Root Spells

Darkvision (Ritual).

For the duration, you have darkvision out to a range of 60 feet.
  • Sacrifice: Spend 1 hit dice.

Channel Bear.

You gain advantage with Constitution checks and 2d6 + Vigor modifier temporary hit points, both of which are lost when the spell ends.

Channel Ape.

You gain advantage on Strength checks and a +2 bonus with all Strength-based melee damage rolls, both of which are lost when the spell ends.

Channel Wolf.

You gain advantage on Dexterity checks, and your speed increases by 5 feet, both of which are lost when the spell ends.

Channel Tiger.

You gain advantage on Charisma and Intelligence checks, both of which are lost when the spell ends.

Channel Falcon.

You gain advantage on Wisdom checks and a +5 bonus to Passive Perception, both of which are lost when the spell ends.

Path of Self Tier 1 Spells

Gravity Shifter.

Until the spell ends, you can walk on walls or ceilings as if they were ground. You gain a climbing speed equal to your walking speed.

Invisibility.

You become invisible until the spell ends. Anything you are wearing or carrying is invisible as long as it is on your person. The spell ends if you attack or cast a spell.

Path of Self Tier 2 Spells

Sizing.

You increase or decrease in size for the spell’s duration. Everything you are wearing and carrying changes size with you. Any item dropped returns to normal size at once. You can increase or decrease by one category—from Medium to Large, for example. If larger, you also have advantage on Strength checks and Strength saving throws but disadvantage on Dexterity checks and saving throws. Enlarged weapons deal 1d4 extra damage. If smaller, you have disadvantage on Strength checks and Strength saving throws but advantage on Dexterity checks and Dexterity saving throws. Smaller weapons deal 1d4 less damage (this can't reduce the damage below 1).
  • Boost (DC 20): Increase or decrease by one additional size. You must repeat this check each minute.

Ultravision (Ritual).

You gain the following benefits within 90 feet of you: you have darkvision; you have advantage with Wisdom (Perception) checks when involving sight; you can also see invisible creatures and objects as if they were visible; you can see into the Ethereal Plane (ethereal creatures and objects appear ghostly and translucent).
  • Sacrifice: Spend 2 hit dice.

Path of Self Tier 3 Spells

Renew (Ritual).

You regain 1d4 levels of exhaustion and become cleansed of curses. You also regain a number of hit points equal to your Vigor score.
  • Sacrifice: Spend 4 hit dice.

Truesight (Ritual).

You gain the benefit of ultravision, plus you can see things as they actually are. You gain truesight, notice secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

Path of Self Tier 4 Spells

Ghost (Ritual). You become ethereal, ghost-like. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can still see and hear the world around you. While being ethereal, you can only affect and be affected by other creatures in that state. Creatures that aren’t can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects in the real world, allowing you to move through objects. When the spell ends, you immediately return to reality at that same position within the real world. Sacrifice: When you return to the real world, you gain 2 levels of exhaustion.

Collective Spells

Dispel.

Choose one creature, object, or magical effect within range. Make a Vigor check. The DC equals 10 + the spell’s level. On a successful check, the spell ends.

Parlor Tricks.

These are minor magical effects like booming your voice, causing lights to change color or flicker, or generating slight tremors in the ground. Mild telekinesis is available up to 1 pound. You can alter your appearance in minor ways without actually disguising yourself. You can reduce or increase brightness without making it dark or blinding anyone. You can concentrate on multiple instances of this spell at once.

Path of Life

  • Path Benefit. Your maximum hit points increase by 2 each time you acquire a life spell.
  • Synergy Path. Path of Light
  • Traits. Although not requiring religious worship, many life spells resemble prayers, with hand movements often requiring physical contact. Materials involve magic circles drawn with ash.

Path of Life Root Spells

Alleviate.

A creature you touch recovers a number of hit points equal to 1d6 + Vigor modifier. This spell has no effect on undead or constructs. For every additional 2 dark spent before casting, increase hit dice by 1 (max +5 hp).
  • Boost (DC 20): Increase dice to d8.

Path of Life Tier 1 Spells

Revivify.

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts. 3.
  • Boost (DC 20): Cast this spell for 15 dark instead of 20.
  • Boost (DC 25): Cast this spell for 10 dark instead of 20.

Minor Exorcism.

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.
  • Sacrifice: Spend 3 damage.

Path of Life Tier 2 Spells

Healing Wave.

Up to 4 creatures in range that you can see within range recover hit points equal to 1d4 + Vigor modifier. This spell has no effect on undead or constructs. For every additional 2 dark spent before casting, increase hit dice by 1 (max +5 hp).
  • Boost (DC 20): Increase dice to d6.

Path of Life Tier 3 Spells

Cleanse.

Touch a creature; you neutralize any poison and cure nonmagical diseases that affect the creature.
  • Sacrifice: Spend 3 hit dice. For every additional 3 hit dice spent before casting, target one additional creature (max +3 creatures).

Restore.

A creature you touch regains hit points equal to 7d8 + Vigor modifier. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead. For every additional 2 dark spent before casting, increase healing dice by 1 (max +5).
  • Boost (DC 20): Increase dice to d10.

Path of Life Tier 4 Spells

 

Regenerate. 

You touch a creature, and it regains 1d6 + Vigor modifier hit points at the beginning of each of its turns for the spell’s duration. Severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.
  • Boost (DC 15): Each turn, you can attempt this check to increase the regeneration to 2d8 + Vigor that turn. 
  • Sacrifice: After the spell concludes, you must spend 5 hit dice or reduce your hit points by half.

Healing Aura. 

This operates the same as restore, except you affect all creatures you wish within 30 feet of you. For every additional 2 dark spent before casting, increase healing dice by 1 (max +5).
  • Boost (DC 20): Increase dice to d10.

Path of Light

  • Path Benefit. You cannot be blinded.
  • Synergy Path. Path of Life
  • Traits. It is obvious you are casting a light spell as spell components you possess burn brightly. This path is also common for utilizing a focus (wand, staff, sword, etc.), making it resemble a classic fantasy spellcaster.

Path of Light Root Spells

Radiant Strike. 

Your next hit on a creature inflicts an extra 1d6 radiant damage (2d6 against fiends and undead). For every 2 additional dark spent, increase the damage dice by 1 (max +3 dice).
  • Boost (DC 20): Increase dice to d8.

Light. 

You touch the end of a focus or nonmechanical item. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
  • Sacrifice: Spend 2 hit points. For every additional hit point spent, increase both ranges each by 10 feet (max +30 feet).

Path of Light Tier 1 Spells

Starburst. 

You send out a blinding light from your focus; all creatures you wish in range must make a Constitution or Vigor saving throw, suffering 3d6 + Vigor modifier fire damage on a failed save, or half as much on a successful one (fiends and undead have disadvantage on this saving throw). Targets that fail are also blinded until the beginning of your next turn. For every 2 additional dark spent, increase the range by 5 feet (max +20 feet).
  • Boost (DC 20): Increase damage dice to d8.

Path of Light Tier 2 Spells

Sunsphere. 

You create a sphere of light in range that floats with a speed of 30 ft, has an AC of 18, and 1 hit point. Until the spell ends, the object sheds bright light in a 30-foot radius and dim light for an additional 30 feet. It will follow you, but you can use your bonus action to direct it anywhere else. As an action, you can direct it to slam into a target as a ranged spell attack. On a hit, the sphere inflicts 6d8 + Vigor modifier radiant damage, and the spell ends (7d8 against fiends and undead).
  • Sacrifice: Spend 2 hit dice. For every 1 additional hit dice spent, increase the range by 5 feet and the damage by 1 dice (max +20 ft and +4 dice).

Extradite. 

Make a melee spell attack against a target; on a hit, it suffers 6d8 + Vigor modifier radiant damage. If the target is a fiend or undead, double the damage dice and push the target 20 feet. For every 2 additional dark spent, increase dice by 1 (max +3 dice).
  • Boost (DC 25): You automatically hit.

Path of Light Tier 3 Spells

Sunbeam. 

You create a beam of radiant light 5-feet wide and 60-foot long. Each creature in line must make a Constitution or Vigor saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until the beginning of your next turn (fiends and undead have disadvantage on this saving throw). On a successful save, it takes half as much damage and isn’t blinded by this spell. 

Nova. 

A brilliant sunlight flashes in a 60-foot radius centered on you. Each creature you select in that light must make a Constitution or Vigor saving throw. On a failed save, a creature takes 10d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell (fiends and undead have disadvantage on this saving throw). A creature blinded by this spell makes another Constitution or Vigor saving throw at the end of each of its turns. On a successful save, it is no longer blinded. For every 3 additional dark spent, increase dice by 1 and range by 5 feet (max +4 dice and +20 feet).

Path of Light Tier 4 Spells

Sunrise. 

You create a brilliant orb in the sky miles above that provides sunlight as if it was daylight. Until the spell ends, the sun sheds bright light in a 1-mile radius and dim light for an additional 1 mile. It follows above you. As an action, you can direct it to slam into a point up to 1 mile away. Each creature within a 70-foot radius to the point of impact must make a Constitution or Vigor saving throw. On a failed save, a creature takes 10d6 + Vigor modifier radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell (fiends and undead have disadvantage on this saving throw). A creature blinded by this spell makes another Constitution or Vigor saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
  • Sacrifice: Spend all hit dice (at least 12).

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