Warding Light (3.5e Feat)
Revision as of 11:57, 2 December 2024 by The bluez in the dungeon (talk | contribs) (Created page with "{{author |author_name=the bluez in the dungeon |date_created=2nd December 2024 |status=Complete |balance=High }} {{3.5e Feat |name=Warding Light |types=Racial |summary=Your ee...")
| |||||||||
| |||||||||
Rate this article Discuss this article |
Warding Light [Racial]
The night light really holds the monsters away.Prerequisites: 5HD, Eerie Light racial trait.Benefit: When using your Eerie Light trait to scare evil spirits, it also acts similarly to a ghostlight lantern. Any undead or evil outsider within or entering within the light range of your Eerie Light must make a Will save (DC is 10 + 1/2 HD + Wisdom modifier) or be unable to get any closer as per a repulsion effect. Any of these creatures within the effect range of the light - either from being there when it is activated, or by beating the save DC against its repulsion - takes 2d6 points of damage every round until it leaves the area.
Back to Main Page → 3.5e Homebrew → Character Options → Feats
the bluez in the dungeonv |
---|