Prerequisite: Cleric of Kelemvor
With the help of Freya, you have learnt to sculpt all your spells to further channel the light of Kelemvor.
Whenever you cast a spell, some divine power is given to help shelter a creature within 15 feet of you for 1 round, fading at the start of your next turn. This is given as temporary hitpoints, and by a valkyrie touching the creature and passing the divine energy to them. The amount of temporary hitpoints that is gained depends on the level of spell that you cast:
1st/2nd Level: 1d4 temporary hitpoints
3rd/4th Level: 2d4 temporary hitpoints
5th/6th Level: 3d4 temporary hitpoints
7th/8th Level: 4d4 temporary hitpoints
9th Level: 5d4 temporary hitpoints
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