Years of experimentation and magical tampering with your own blood have awoken latent potential. Your veins course with light and life, granting you a profound, if taxing, ability to heal and restore others. You gain the following benefits:
Faltering Body: Your Strength score decreases by 2, and you have disadvantage on Athletics checks. However, your altered physiology grants you immunity to disease, and you have advantage on saving throws against being poisoned.
Touch of Rebirth: Three times per day, as an action, you can touch a creature to cure them of an illness, disease, congenital condition, or other physical malady. This includes regrowing lost limbs or body parts. The healed areas manifest as pale white, metallic, and crystalline scale-like formations, and regrown limbs take on a draconic appearance.
After using this ability, you must make a DC 15 Constitution saving throw. On a failure, you take 2d6 necrotic damage (which ignores resistance and immunity) and gain 1 level of exhaustion. On a success, you take only half damage and do not gain exhaustion. You regain all uses of this ability after a long rest.
Innate Restoration: You always have the spell Greater Restoration prepared. You can cast it once per day without requiring material components.
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