Available at | Name and Effect |
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Tier 2 | Healing Beam - These beams heal the creature hit by them for 1d6 + your Wisdom modifier. |
Tier 3 | Vigorous Beam - These beams give the target temporary HP equal to your Intelligence modifier + your proficiency bonus, and also increases the targets AC by +2 for 1 minute. Hitting the same creature with multiple beams does not increase AC further and a single creature cannot gain more than 20 temporary hit points from this feature. |
Tier 4 | Anti-Healing Beam - These beams force a target to make a Constitution saving throw, on a failure the target is unable to regain health for 1 round. On a success the beam fails. |
Tier 5 | Adrenaline Beam - This beam delivers an adrenaline boost. The target gains 15 ft. of movement and advantage on all attack and saving throws until the end of their next turn. |
Tier 6 | Calming Beam - This beam delivers a calming agent. The target must succeed a Wisdom saving throw, or be charmed for 1 minute. |