Illumination. The spirit sheds bright light in a 40-foot radius and dim light in an additional 40 feet.
Light Form. The spirit can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. If a creature that is missing hit points starts its turn in the spirit's space, it regains 1 hit point. Undead, constructs, and fiends are immune to this healing.
Darkness Susceptibility. For every 5 feet the spirit moves in darkness, it takes 2 necrotic damage. When the spirit ends its turn within darkness, it takes 10 necrotic damage.
Multiattack. The spirit makes two Burn attacks.
Burn. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) radiant damage.
Flash (Recharge 4–6). Each creature in the spirit's space must make a DC 14 Constitution saving throw. On a failed save, a creature takes takes 14 (2d8 + 5) radiant damage and is blinded until the end of its next turn. On a success, a creature takes half as much damage and isn't blinded.
Description
Sometimes the positive energy that suffuses the Upper Planes coalesces into a sentient, benevolent spirit of positive energy itself. At other times, when an enigmatic portal opens into the Positive Plane, the inhabitants -- these spirits -- emerge from the rift. Spirits of light are living entities of celestial magic, driven to the pursuit of good by the innate benevolence that animates them. They appear as faceless collections of light, like a group of brilliant sunbeams dancing in a cloud of dust.
Blessings Incarnate. Spirits of light are composed of a golden celestial light that restores the injuries of those it touches and is even said to purify the unholy taint left upon desecrated ground. Some believe that any prayers heard by one of these spirits are given special priority by the gods of the Upper Planes, and others claim that the mere touch of this celestial light can cleanse the heart of a wicked soul. For these reasons and others, these spirits are commonly sought out by the great clerics to inhabit and bless the holy places of the world, such as great churches or the locations of miracles. The spirits are happy to aid the faithful, even if they lack the ability to properly understand how they are helping.
Servants of Angels. When they are not called to the Material Plane for blessings, spirits of light typically act as servants and agents for the angels of good deities. A spirit of light can be taught to seek out and locate items of holy power, to inspire good in people, or to secretly guard those noble souls with heroic destinies from the unfortunate twists of fate that might befall them. Most commonly, spirits of light are kept by angels as faithful hounds of good, following them into battle and aiding the angels in their eternal conflicts.
Searching for Evil. When they aren't given tasks by others, spirits that find their way into the Material Plane will often wander across the land, searching for sources of evil and desecrated places, seeking instinctually to brighten the dark places and banish the shadow of evil.
Primordial Nature. A spirit of light doesn't require air, food, drink, or sleep.
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