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Shepherd— Luminary of —DUALITY

Level 3

Dual Gleam.

Whenever you use Searing Light, you may use it a second time for free. The second use must target the opposite effect (deal damage if you healed, heal if you dealt damage).

Fundamental Divergence.

Your Lifebinding Spirit is split in 2 opposites. You can have its damage type switch from radiant to necrotic.

Level 7

Oscillant Nature.

At the start of your turn, you may enter a swaying motion between the Light and Dark: choose which side to start on; you must switch at the start of every following turn. This state lasts until the encounter ends or you dismiss it as an action.

  • Light. Advantage on rolls to heal allies. Can only cast Radiant spells. All your necrotic damage becomes radiant.
  • Dark. Advantage on rolls to deal necrotic damage. Can only cast Necrotic spells. All your radiant damage becomes necrotic.

Level 11

Equilibrium.

(1/encounter) Action: Temporarily fuse your Lifebinding Spirits. The fused Spirit immediately attacks all enemies and heals all allies within its reach, then splits back again.

Level 15

Conduit of Stability.

(1/Safe Rest) While Oscillant Nature is active, you may spend 2 Searing Light use to enter a state of perfect balance; you gain the benefits from both Light and Dark at the same time but none of the downsides; whenever you deal radiant or necrotic damage you may choose if its radiant or necrotic. This state lasts until Oscillant Nature ends.