Level
9th
Casting Time
1 Special
Range/Area
Self (30 ft. )
Components
None
Duration
Concentration 2 Minutes
School
Necromancy
Attack/Save
DEX Save
Damage/Effect
Radiant

When you reach 0 hit points, instead of making death-saving throws, you may instead choose to regenerate. When you decide to regenerate, two lines of radiant energy originating from your hands extend to 30 feet in any direction of your choice, along with a third beam, which shoots directly upward for 30 feet. Any creatures touching these beams make a DC 15 Dexterity saving throw, taking 5d10 radiant damage on a failed to save or half as much on a successful one. The regeneration process lasts for one round, during which if you take damage, you must make a Constitution saving throw with a DC of 8 plus the amount of damage taken; on a failed to save, you are automatically killed. After regenerating, the beams of light disappear and you are restored to full health with a new body. In order to create your new body, redistribute your ability score points.

For 8 hours after regenerating, you heal 20 hit points at the beginning of each round, you subtract 5 feet from your speed, and you have a disadvantage on all attack rolls, ability checks, and saving throws. Additionally, you are afflicted with a form of long-term madness for the first 24 hours after your regeneration. You cannot use this ability more than 12 times unless your DM creates some circumstance that gives you another regeneration cycle (12 regenerations) from the Time Lord government. After you have exhausted all of your regenerations, you must make death-saving throws as usual if you reach 0 hit points. Even if you are resurrected after death through a different process, you are reborn and regained your regenerations.

Available For: Artificer (Legacy) - Battle Smith (Legacy)

GameAvengerSD

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