Luminance Charges (Phase 2)
Accumulation: Baldur gains 1 Luminance Charge for each attack dodged, deflected, or when he nullifies a spell or ability.
Usage: Charges are used to enhance active specific abilities with a maximum of 10 charges.
Luminance Charge Abilities:
- Radiant Burst: Uses 3+ charges for a burst of radiant light, increasing in radius and damage with more charges. (3 charges = 15ft radius, 4d8 radiant damage; each aditional charge adds 5 feet and 2d8 damage)
- Shield of Purity: Uses 2+ charges to absorb incoming damage. (2 charges absorb up to 20 damage; each additional charge adds 10 more absorption and 1 extra round duration.)
- Luminous Transformation: Uses 5 charges to enhance capabilities for 3 rounds, doubling movement speed and resistance to all damage.
- Divine Retribution: Variable Charges for a retaliatory strike. *1 charge = 3d10 radiant damage; 5 charges = 8d10 radiant damage to all enemies within 20ft.)
- Beacon of Hope: Uses 4 charges to double healing received by allies within a 50ft radius and grant resistance to non-magical damage for 3 rounds.
- Light’s Judgement: Uses 6 charges to call down a radiant pillar dealing 10d10 radiant damage and dispelling all magical effects in a 30ft radius.
Phase 1 Abilities:
1. Blinding Light: Blinds all enemies within 30 feet. Constitution save DC 18 to avoid. Cooldown 2 rounds.
2. Aura of Serenity: Enemies within 20 feet must make a Wisdom save DC 24 or lose the ability to attack. Always active.
3. Euphoric Presence: Incapacitates one target with visions of joy. Charisma save DC 18 to resist. Cooldown 3 rounds.
4. Summon Spirits of Light: Summons 2-4 spirits to heal allies or dazzle enemies. Lasts 3 rounds. Cooldown 4 rounds.
5. Protective Glare: Imposes disadvantage on one attack roll against him or an ally within sight. Once per round.
Phase 2 Transition:
- Resurgence of Light: When reduced to 10% HP, absorbs light to fully heal and enhances his divine powers.
Phase 2 Enhanced Abilities:
1. Blinding Radiance: Now affects within 50 feet and deals 2d8 radiant damage. Constitution save DC 20.
2. Divine Serenity: Now also halves enemy movement speed within 30 feet.
3. Celestial Joy: Can now target two enemies. Reduced cooldown to 2 rounds.
4. Summon Greater Spirits of Light: Spirits can now attack, dealing 1d8+4 radiant damage.
5. Guardian’s Gaze: Can now trigger twice per round.
Divine Retaliation (New Passive in Phase 2):
- Effect: Emits 1d8 radiant damage to all enemies within 20 feet whenever a Luminance Charge ability is used.
Reactions:
Protective Glare / Guardian’s Gaze
Shield of Purity
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