“Remember the Light”
Activation. As an action, or as a reaction when you or a creature you can see within 30 ft. would be reduced to 0 hit points.
Effect. You crush the ghost-pale blossom. Daylight light flares in a 30-ft-radius sphere (bright light; dim for 30 ft. beyond) for 1 minute. Magical darkness is dispelled in the area (as daylight), and the scent of fresh bread and new-cut wood fills the air while a soft lullaby hums.
Immediately when the light blooms:
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Lift Them Up. Each ally you choose in the light regains 3d8 + 7 hit points. Any ally at 0 HP instead stands with 1 HP and ends the dying condition.
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Steady Their Hearts. Each affected ally can immediately end one of the following they’re suffering: frightened, charmed, or possessed by an undead.
(If an effect allows a save each round instead, the ally makes one now with advantage.) -
Mercy Against the Grave. For the light’s duration, allies in it have resistance to necrotic damage, advantage on death saving throws, and advantage on Wisdom saving throws against undead abilities.
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Turn the Cruel. Each undead in the light must make a DC 15 Wisdom save. On a failure, it is Turned for 1 minute. On a success, it has disadvantage on attack rolls against creatures in the light until the end of its next turn.
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Rest for the Fallen. Corpses and remains in the light can’t be animated for 24 hours.
(Optional) If two or three flowers are used in the same round
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Two: The healing becomes 4d8 + 10, and the Turn DC becomes 16.
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Three: In addition to the above, choose one creature that died within the last minute in the light; it returns to life at 1 HP (no missing body parts, no penalties), as Adeline’s mercy reaches them.







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