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When you take this feat you gain a little warm spot in your chest that grows with each creature you defeat. This warm spot grows and shrinks accordingly to the number of points you have accumulated at the moment.

When you bring a creature to 0hp, or a creature you have marked using an ability or spell that you are concentrating on (ex: hunter's mark or Hex) is brought to 0hp, you accumulate a number of points equal to your spellcasting modifier, or your Constitution Modifier if you don't have the Spellcasting or Pact Magic feature. You can hold a number of points equal to 10 times your level. As an action you can use these points in the following ways:

1. Healing pulse: You spend all your points to heal all non-hostile creatures evenly within 30ft of you (this also includes yourself and non party members). This effect does not heal constructs, unconscious creatures, or undead. If you have an amount of points that can't be spread evenly between each creature (ex 1: 10 points between 3 people) you heal each creature evenly as much as you can, and the extra point(s) is(are) lost (ex 1: each creature heals 3, and the remaining 1 point is lost).

2: Arcane Bolt: You spend all your points to fire a bolt of arcane magic at a target within 60ft of you. Make a range spell attack (spellcasters) or an attack using your proficiency bonus and Constitution Modifier (non spellcasters). 

Spellcaster: On a hit: spell casters choose fire, cold, or force damage. You deal damage equal to (the number of points spent divided by 20, rounding down)D6. Minimum of 1D6.

Non spellcaster: On a hit: non spellcasters choose Bludgeon, Piercing, or Slashing damage (considered magical). You deal damage equal to (the number of points spent divided by 20, rounding down)D6. Minimum of 1D6.

3. Stabilize: You spend 20 points per body to stabilize all dying creatures within range. You stabilize bodies in the order of closest to farthest. If two bodies are equal distance you can choose which gets stabalized first. Any remaining points you have after each body has been stabalized are lost.

4. Imbue: You spend all your points to imbue your weapon or armor with a bit of magic. If you have spent at least 20 points your weapon gains at +1 to attack and damage or a +1 to AC for your armor, if you spend at least 50 points you gain a +2 to attack and damage or +2 for armor, and if you spend 100 points you gain a +3 to attack and damage or +3 for your armor. This effect can temporarily replace a weapons enchantment, but they will not stack.

Whenever you use one of the abilities listed above you must spend all your points. Any lasting feature lasts for 8 hours or until you finish a long rest. Your points carry over when you take a rest.

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