TEXT: ©2015	
    Wizards	
    of	
    the	
    Coast	
    LLC	
    
  1	
    
  Unearthed	
    Arcana:	
    Light,	
    Dark,	
    
  Underdark!	
    
  This	
    month’s	
    installment	
    of	
    Unearthed	
    Arcana	
    
  features	
    a	
    number	
    of	
    new	
    character	
    options	
    ideal	
    
  for	
    an	
    Underdark	
    campaign.	
    
  	
     Two	
    new	
    fighting	
    styles	
    for	
    fighters,	
    paladins,	
    
  and	
    rangers	
    focus	
    on	
    close-­‐‑quarters	
    combat,	
    
  whether	
    defending	
    allies	
    or	
    unleashing	
    deadly	
    
  ranged	
    attacks	
    at	
    nearby	
    foes.	
    Both	
    styles	
    are	
    
  handy	
    for	
    dungeon	
    delving	
    and	
    for	
    battles	
    in	
    the	
    
  confined	
    environments	
    of	
    the	
    Underdark.	
    
  	
     The	
    Deep	
    Stalker	
    is	
    a	
    new	
    ranger	
    archetype,	
    
  scouting	
    out	
    Underdark	
    threats	
    using	
    a	
    
  combination	
    of	
    cunning	
    and	
    magic.	
    Deep	
    Stalkers	
    
  use	
    magic	
    and	
    other	
    tricks	
    to	
    infiltrate	
    Underdark	
    
  settlements	
    and	
    spy	
    on	
    their	
    inhabitants.	
    After	
    
  gathering	
    intelligence	
    on	
    growing	
    threats	
    to	
    the	
    
  surface	
    world,	
    they	
    engage	
    in	
    hit-­‐‑and-­‐‑run	
    battles	
    
  to	
    eliminate	
    those	
    threats.	
    
  	
     The	
    shadow	
    sorcerer	
    is	
    a	
    creepy	
    spellcaster	
    who	
    
  commands	
    the	
    power	
    of	
    darkness.	
    Though	
    not	
    
  always	
    native	
    to	
    the	
    Underdark,	
    these	
    sorcerers	
    
  are	
    often	
    drawn	
    to	
    the	
    dismal	
    gloom	
    of	
    the	
    world	
    
  below.	
    
  	
     Finally,	
    the	
    Undying	
    Light	
    is	
    a	
    new	
    warlock	
    
  patron.	
    By	
    forging	
    a	
    compact	
    with	
    the	
    energy	
    of	
    
  the	
    Positive	
    Plane,	
    a	
    warlock	
    vows	
    to	
    bring	
    light	
    
  into	
    the	
    darkest	
    reaches	
    of	
    the	
    world.	
    
  Fighting	
    Style	
    
  The	
    Underdark	
    offers	
    a	
    distinct	
    combat	
    
  environment	
    that	
    fighters,	
    paladins,	
    and	
    rangers	
    
  can	
    learn	
    to	
    use	
    to	
    their	
    advantage.	
    The	
    following	
    
  new	
    options	
    for	
    the	
    Fighting	
    Style	
    feature	
    are	
    
  available	
    to	
    those	
    three	
    classes.	
    
  Close	
    Quarters	
    Shooter	
    
  You	
    are	
    trained	
    in	
    making	
    ranged	
    attacks	
    at	
    close	
    
  quarters.	
    When	
    making	
    a	
    ranged	
    attack	
    while	
    you	
    
  are	
    within	
    5	
    feet	
    of	
    a	
    hostile	
    creature,	
    you	
    do	
    not	
    
  have	
    disadvantage	
    on	
    the	
    attack	
    roll.	
    Your	
    ranged	
    
  attacks	
    ignore	
    half	
    cover	
    and	
    three-­‐‑quarters	
    cover	
    
  against	
    targets	
    within	
    30	
    feet	
    of	
    you.	
    Finally,	
    you	
    
  have	
    a	
    +1	
    bonus	
    to	
    attack	
    rolls	
    on	
    ranged	
    attacks.	
    
  Tunnel	
    Fighter	
    
  You	
    excel	
    at	
    defending	
    narrow	
    passages,	
    doorways,	
    
  and	
    other	
    tight	
    spaces.	
    As	
    a	
    bonus	
    action,	
    you	
    can	
    
  enter	
    a	
    defensive	
    stance	
    that	
    lasts	
    until	
    the	
    start	
    of	
    
  your	
    next	
    turn.	
    While	
    in	
    your	
    defensive	
    stance,	
    you	
    
  can	
    make	
    opportunity	
    attacks	
    without	
    using	
    your	
    
  reaction,	
    and	
    you	
    can	
    use	
    your	
    reaction	
    to	
    make	
    a	
    
  melee	
    attack	
    against	
    a	
    creature	
    that	
    moves	
    more	
    
  than	
    5	
    feet	
    while	
    within	
    your	
    reach.	
    
  Ranger	
    Archetype:	
    Deep	
    
  Stalker	
    
  Adventurers	
    descending	
    into	
    the	
    depths	
    on	
    
  desperate	
    quests	
    or	
    in	
    response	
    to	
    the	
    promise	
    of	
    
  vast	
    riches	
    quickly	
    come	
    face	
    to	
    face	
    with	
    the	
    evil	
    
  that	
    festers	
    beneath	
    the	
    earth.	
    Though	
    many	
    such	
    
  characters	
    are	
    only	
    too	
    happy	
    to	
    escape	
    back	
    to	
    
  the	
    surface	
    world	
    again,	
    rangers	
    with	
    the	
    Deep	
    
  Stalker	
    archetype	
    welcome	
    each	
    foray	
    into	
    the	
    
  world	
    below,	
    striving	
    to	
    uncover	
    and	
    defeat	
    the	
    
  threats	
    of	
    the	
    Underdark	
    before	
    those	
    threats	
    can	
    
  reach	
    the	
    surface.	
    
  	
     Many	
    Deep	
    Stalkers	
    are	
    elves,	
    as	
    those	
    folk	
    know	
    
  all	
    too	
    well	
    the	
    threat	
    posed	
    by	
    the	
    drow.	
    Deep	
    
  Stalkers	
    scout	
    for	
    new	
    passages	
    into	
    the	
    
  Underdark,	
    carefully	
    mapping	
    them	
    and	
    working	
    
  to	
    ensure	
    they	
    remain	
    watched	
    at	
    all	
    times.	
    They	
    
  venture	
    into	
    the	
    depths	
    on	
    long,	
    dangerous	
    patrols,	
    
  disappearing	
    for	
    months	
    at	
    a	
    time.	
    Many	
    of	
    them	
    
  never	
    return.	
    
  	
     Deep	
    Stalkers	
    master	
    spells	
    useful	
    in	
    navigating	
    
  the	
    Underdark,	
    and	
    their	
    combat	
    tactics	
    focus	
    on	
    
  ambush,	
    surprise,	
    and	
    stealth.	
    They	
    fight	
    alone	
    or	
    
  in	
    small	
    groups	
    in	
    hostile	
    territory,	
    relying	
    on	
    
  clever	
    tactics	
    to	
    carry	
    the	
    day.	
    
  Underdark	
    Scout	
    
  At	
    3rd	
    level,	
    you	
    master	
    the	
    art	
    of	
    the	
    ambush.	
    On	
    
  your	
    first	
    turn	
    during	
    combat,	
    you	
    gain	
    a	
    +10	
    
  bonus	
    to	
    your	
    speed.	
    If	
    you	
    use	
    the	
    attack	
    action	
    
  on	
    that	
    turn,	
    you	
    can	
    make	
    one	
    additional	
    attack.	
    
  
  ©2015	
    Wizards	
    of	
    the	
    Coast	
    LLC	
    
  2	
    
  	
     You	
    gain	
    an	
    additional	
    benefit	
    on	
    all	
    turns	
    after	
    
  your	
    first	
    turn.	
    At	
    the	
    end	
    of	
    each	
    such	
    turn,	
    you	
    
  can	
    attempt	
    to	
    hide	
    as	
    a	
    bonus	
    action	
    if	
    you	
    meet	
    
  the	
    normal	
    requirements	
    for	
    hiding.	
    Deep	
    Stalkers	
    
  often	
    use	
    this	
    ability	
    to	
    make	
    ranged	
    attacks,	
    move	
    
  beyond	
    the	
    scope	
    of	
    their	
    foes’	
    darkvision,	
    and	
    
  then	
    hide.	
    
  Deep	
    Stalker	
    Magic	
    
  From	
    3rd	
    level,	
    you	
    have	
    darkvision	
    with	
    a	
    range	
    
  of	
    90	
    feet.	
    You	
    also	
    gain	
    access	
    to	
    additional	
    spells	
    
  at	
    3rd,	
    5th,	
    9th,	
    13th,	
    and	
    15th	
    level.	
    You	
    are	
    
  always	
    able	
    to	
    cast	
    these	
    spells,	
    and	
    they	
    do	
    not	
    
  count	
    against	
    your	
    number	
    of	
    ranger	
    spells	
    known.	
    
  Deep	
    Stalker	
    Spells	
    
  Ranger	
    	
    
  	
    Level	
    
  Spell	
    Gained	
    
  	
     3rd	
    
  disguise	
    self	
    
  	
     5th	
    
  rope	
    trick	
    
  	
     9th	
    
  glyph	
    of	
    warding	
    
  	
     13th	
    
  greater	
    invisibility	
    
  	
     17th	
    
  seeming	
    
  Iron	
    Mind	
    
  At	
    7th	
    level,	
    you	
    gain	
    proficiency	
    in	
    Wisdom	
    saving	
    
  throws.	
    
  Stalker’s	
    Flurry	
    
  Starting	
    at	
    11th	
    level,	
    you	
    have	
    the	
    ability	
    to	
    
  ensure	
    that	
    your	
    attacks	
    count.	
    If	
    you	
    miss	
    with	
    an	
    
  attack	
    during	
    your	
    turn,	
    you	
    can	
    immediately	
    
  make	
    an	
    additional	
    attack.	
    You	
    can	
    gain	
    one	
    
  additional	
    attack	
    during	
    your	
    turn	
    with	
    this	
    ability.	
    
  Stalker’s	
    Dodge	
    
  At	
    15th	
    level,	
    you	
    master	
    the	
    ability	
    to	
    disrupt	
    an	
    
  opponent’s	
    attacks.	
    If	
    a	
    creature	
    attacks	
    you	
    and	
    
  does	
    not	
    have	
    advantage	
    on	
    the	
    attack	
    roll,	
    you	
    can	
    
  use	
    your	
    reaction	
    to	
    grant	
    it	
    disadvantage	
    on	
    the	
    
  attack	
    roll.	
    You	
    must	
    use	
    this	
    ability	
    before	
    you	
    
  know	
    the	
    result	
    of	
    the	
    attack.	
    
  Sorcerous	
    Origin:	
    Shadow	
    
  Your	
    innate	
    magic	
    comes	
    from	
    the	
    Shadowfell.	
    You	
    
  might	
    trace	
    your	
    lineage	
    to	
    an	
    entity	
    from	
    that	
    
  place,	
    or	
    perhaps	
    you	
    were	
    exposed	
    to	
    its	
    fell	
    
  energy	
    and	
    transformed	
    in	
    some	
    fundamental	
    
  manner.	
    
  	
     The	
    power	
    of	
    shadow	
    magic	
    casts	
    a	
    strange	
    pall	
    
  over	
    your	
    physical	
    presence.	
    The	
    spark	
    of	
    life	
    that	
    
  sustains	
    you	
    is	
    muffled,	
    as	
    if	
    it	
    struggles	
    to	
    remain	
    
  viable	
    against	
    the	
    dark	
    energy	
    that	
    imbues	
    your	
    
  soul.	
    At	
    your	
    option,	
    you	
    can	
    pick	
    from	
    or	
    roll	
    on	
    
  the	
    following	
    table	
    to	
    create	
    a	
    unique	
    quirk	
    for	
    
  your	
    character.	
    
  Shadow	
    Sorcerer	
    Quirks	
    
  	
     d6	
     Quirk	
    
  	
     1	
    
  You	
    are	
    always	
    icy	
    cold	
    to	
    the	
    touch.	
    
  	
     2	
    
  When	
    you	
    are	
    asleep,	
    you	
    don’t	
    appear	
    to	
    breathe	
    
  (though	
    you	
    must	
    still	
    breathe	
    to	
    survive).	
    
  	
     3	
    
  You	
    don’t	
    seem	
    to	
    bleed,	
    even	
    when	
    badly	
    injured.	
    
  	
     4	
    
  Your	
    heart	
    beats	
    once	
    per	
    minute.	
    This	
    event	
    
  sometimes	
    surprises	
    you.	
    
  	
     5	
    
  You	
    have	
    trouble	
    remembering	
    that	
    living	
    creatures	
    
  and	
    corpses	
    should	
    be	
    treated	
    differently.	
    
  	
     6	
    
  You	
    blinked.	
    Once.	
    Last	
    week.	
    
  Eyes	
    of	
    the	
    Dark	
    
  From	
    1st	
    level,	
    you	
    have	
    darkvision	
    with	
    a	
    range	
    of	
    
  60	
    feet.	
    You	
    can	
    cast	
    darkness	
    by	
    spending	
    1	
    
  sorcery	
    point.	
    You	
    can	
    see	
    through	
    any	
    darkness	
    
  spell	
    you	
    cast	
    using	
    this	
    ability.	
    
  Strength	
    of	
    the	
    Grave	
    
  Starting	
    at	
    1st	
    level,	
    your	
    existence	
    in	
    a	
    twilight	
    
  state	
    between	
    life	
    and	
    death	
    makes	
    you	
    difficult	
    to	
    
  defeat.	
    Whenever	
    damage	
    reduces	
    you	
    to	
    0	
    hit	
    
  points,	
    you	
    can	
    make	
    a	
    Constitution	
    saving	
    throw	
    
  (DC	
    5	
    +	
    the	
    damage	
    taken).	
    On	
    a	
    success,	
    you	
    
  instead	
    drop	
    to	
    1	
    hit	
    point.	
    You	
    cannot	
    use	
    this	
    
  feature	
    if	
    you	
    are	
    reduced	
    to	
    0	
    hit	
    points	
    by	
    
  radiant	
    damage	
    or	
    by	
    a	
    critical	
    hit.	
    
  Hound	
    of	
    Ill	
    Omen	
    
  At	
    6th	
    level,	
    you	
    gain	
    the	
    ability	
    to	
    call	
    forth	
    a	
    
  howling	
    creature	
    of	
    darkness	
    to	
    harass	
    your	
    foes.	
    
  As	
    a	
    bonus	
    action,	
    you	
    can	
    spend	
    3	
    sorcery	
    points	
    
  to	
    summon	
    a	
    hound	
    of	
    ill	
    omen	
    to	
    target	
    one	
    
  creature	
    you	
    can	
    see.	
    The	
    hound	
    uses	
    a	
    dire	
    wolf’s	
    
  statistics	
    with	
    the	
    following	
    changes:	
    
  •  The	
    hound	
    is	
    size	
    Medium.	
    
  •  It	
    can	
    move	
    through	
    other	
    creatures	
    and	
    objects	
    
  as	
    if	
    they	
    were	
    difficult	
    terrain.	
    The	
    hound	
    takes	
    
  5	
    force	
    damage	
    if	
    it	
    ends	
    its	
    turn	
    inside	
    an	
    object.	
    
  
  ©2015	
    Wizards	
    of	
    the	
    Coast	
    LLC	
    
  3	
    
  •  At	
    the	
    start	
    of	
    its	
    turn,	
    the	
    hound	
    automatically	
    
  knows	
    its	
    target’s	
    location.	
    If	
    the	
    target	
    was	
    
  hidden,	
    it	
    is	
    no	
    longer	
    hidden	
    from	
    the	
    hound.	
    
  	
     The	
    hound	
    appears	
    in	
    an	
    unoccupied	
    space	
    of	
    
  your	
    choice	
    within	
    30	
    feet	
    of	
    the	
    target.	
    Roll	
    
  initiative	
    for	
    the	
    hound.	
    On	
    its	
    turn,	
    it	
    can	
    move	
    
  only	
    toward	
    its	
    target	
    by	
    the	
    most	
    direct	
    route,	
    and	
    
  it	
    can	
    use	
    its	
    action	
    only	
    to	
    attack	
    its	
    target.	
    The	
    
  hound	
    makes	
    opportunity	
    attacks,	
    but	
    only	
    against	
    
  its	
    target.	
    Additionally,	
    the	
    target	
    has	
    disadvantage	
    
  on	
    all	
    saving	
    throws	
    against	
    your	
    spells	
    while	
    the	
    
  hound	
    is	
    within	
    5	
    feet	
    of	
    it.	
    The	
    hound	
    disappears	
    
  if	
    it	
    is	
    reduced	
    to	
    0	
    hit	
    points,	
    if	
    its	
    target	
    is	
    
  reduced	
    to	
    0	
    hit	
    points,	
    or	
    after	
    5	
    minutes.	
    
  Shadow	
    Walk	
    
  At	
    14th	
    level,	
    you	
    gain	
    the	
    ability	
    to	
    step	
    from	
    one	
    
  shadow	
    into	
    another.	
    When	
    you	
    are	
    in	
    dim	
    light	
    or	
    
  darkness,	
    as	
    a	
    bonus	
    action,	
    you	
    can	
    teleport	
    up	
    to	
    
  120	
    feet	
    to	
    an	
    unoccupied	
    space	
    you	
    can	
    see	
    that	
    is	
    
  also	
    in	
    dim	
    light	
    or	
    darkness.	
    
  Shadow	
    Form	
    
  At	
    18th	
    level,	
    you	
    can	
    spend	
    3	
    sorcery	
    points	
    to	
    
  transform	
    yourself	
    into	
    a	
    shadow	
    form	
    as	
    a	
    bonus	
    
  action.	
    In	
    this	
    form,	
    you	
    have	
    resistance	
    to	
    all	
    
  damage	
    except	
    force	
    damage,	
    and	
    you	
    can	
    move	
    
  through	
    other	
    creatures	
    and	
    objects	
    as	
    if	
    they	
    were	
    
  difficult	
    terrain.	
    You	
    take	
    5	
    force	
    damage	
    if	
    you	
    
  end	
    your	
    turn	
    inside	
    an	
    object.	
    You	
    remain	
    in	
    this	
    
  form	
    for	
    1	
    minute.	
    
  Warlock	
    Patron:	
    The	
    Undying	
    
  Light	
    
  Your	
    patron	
    is	
    not	
    a	
    specific	
    entity,	
    but	
    the	
    energy	
    
  that	
    radiates	
    from	
    the	
    Positive	
    Plane.	
    Your	
    pact	
    
  allows	
    you	
    to	
    experience	
    the	
    barest	
    touch	
    of	
    the	
    
  raw	
    stuff	
    of	
    life	
    that	
    powers	
    the	
    multiverse.	
    
  Anything	
    more,	
    and	
    you	
    would	
    be	
    instantly	
    
  incinerated	
    by	
    its	
    energy.	
    
  	
     Contact	
    with	
    the	
    Positive	
    Plane	
    causes	
    subtle	
    
  changes	
    to	
    your	
    behavior	
    and	
    beliefs.	
    You	
    are	
    
  driven	
    to	
    bring	
    light	
    to	
    dark	
    places,	
    to	
    annihilate	
    
  undead	
    creatures,	
    and	
    to	
    protect	
    all	
    living	
    things.	
    
  At	
    the	
    same	
    time,	
    you	
    crave	
    the	
    light	
    and	
    find	
    total	
    
  darkness	
    a	
    suffocating	
    experience	
    akin	
    to	
    
  drowning.	
    
  	
     As	
    an	
    optional	
    way	
    to	
    add	
    more	
    flavor	
    to	
    your	
    
  character,	
    you	
    can	
    pick	
    from	
    or	
    roll	
    on	
    the	
    
  following	
    table	
    of	
    flaws	
    associated	
    with	
    warlocks	
    
  of	
    the	
    Undying	
    Light.	
    
  Undying	
    Light	
    Flaws	
    
  	
     d6	
     Flaw	
    
  	
     1	
    
  You	
    are	
    afraid	
    of	
    the	
    dark,	
    and	
    must	
    always	
    have	
    a	
    
  light	
    source	
    at	
    hand.	
    
  	
     2	
    
  You	
    have	
    a	
    nervous	
    compulsion	
    to	
    keep	
    a	
    bright	
    light	
    
  in	
    even	
    the	
    barest	
    shadow.	
    
  	
     3	
    
  You	
    have	
    a	
    compulsion	
    to	
    enter	
    and	
    illuminate	
    dark	
    
  areas.	
    
  	
     4	
    
  You	
    have	
    an	
    overwhelming	
    hatred	
    of	
    undead	
    
  creatures.	
    
  	
     5	
    
  You	
    fidget	
    and	
    are	
    irritable	
    when	
    you	
    can’t	
    see	
    the	
    
  sun.	
    
  	
     6	
    
  In	
    a	
    dark	
    area,	
    you	
    always	
    carry	
    a	
    lit	
    torch	
    or	
    lantern.	
    
  Putting	
    it	
    down	
    is	
    an	
    unbearable	
    thought.	
    
  Expanded	
    Spell	
    List	
    
  The	
    Undying	
    Light	
    lets	
    you	
    choose	
    from	
    an	
    
  expanded	
    list	
    of	
    spells	
    when	
    you	
    learn	
    a	
    warlock	
    
  spell.	
    The	
    following	
    spells	
    are	
    added	
    to	
    the	
    
  warlock	
    spell	
    list	
    for	
    you.	
    
  Undying	
    Light	
    Expanded	
    Spells	
    
  	
    Spell	
    	
    
  	
    Level	
    
  Spells	
    
  	
     1st	
    
  burning	
    hands	
    
  	
     2nd	
    
  flaming	
    sphere	
    
  	
     3rd	
    
  daylight	
    
  	
     4th	
    
  fire	
    shield	
    
  	
     5th	
    
  flame	
    strike	
    
  Radiant	
    Soul	
    
  Starting	
    at	
    1st	
    level,	
    your	
    link	
    to	
    the	
    Positive	
    Plane	
    
  allows	
    you	
    to	
    serve	
    as	
    a	
    conduit	
    for	
    radiant	
    energy.	
    
  You	
    have	
    resistance	
    to	
    radiant	
    damage,	
    and	
    when	
    
  you	
    cast	
    a	
    spell	
    that	
    deals	
    radiant	
    damage	
    or	
    fire	
    
  damage,	
    you	
    add	
    your	
    Charisma	
    modifier	
    to	
    that	
    
  damage.	
    Additionally,	
    you	
    know	
    the	
    sacred	
    flame	
    
  and	
    light	
    cantrips	
    and	
    can	
    cast	
    them	
    at	
    will.	
    They	
    
  don’t	
    count	
    against	
    your	
    number	
    of	
    cantrips	
    
  known.	
    
  Searing	
    Vengeance	
    
  Starting	
    at	
    6th	
    level,	
    the	
    radiant	
    energy	
    you	
    
  channel	
    allows	
    you	
    to	
    overcome	
    grievous	
    injuries.	
    
  When	
    you	
    would	
    make	
    a	
    death	
    saving	
    throw,	
    you	
    
  
  ©2015	
    Wizards	
    of	
    the	
    Coast	
    LLC	
    
  4	
    
  can	
    instead	
    spring	
    back	
    to	
    your	
    feet	
    with	
    a	
    burst	
    of	
    
  radiant	
    energy.	
    You	
    immediately	
    stand	
    up	
    (if	
    you	
    
  so	
    choose),	
    and	
    you	
    regain	
    hit	
    points	
    equal	
    to	
    half	
    
  your	
    hit	
    point	
    maximum.	
    All	
    hostile	
    creatures	
    
  within	
    30	
    feet	
    of	
    you	
    take	
    10	
    +	
    your	
    Charisma	
    
  modifier	
    radiant	
    damage	
    and	
    are	
    blinded	
    until	
    the	
    
  end	
    of	
    your	
    turn.	
    
  	
     Once	
    you	
    use	
    this	
    feature,	
    you	
    can’t	
    use	
    it	
    again	
    
  until	
    you	
    finish	
    a	
    long	
    rest.	
    
  Radiant	
    Resilience	
    
  Starting	
    at	
    10th	
    level,	
    you	
    gain	
    temporary	
    hit	
    
  points	
    whenever	
    you	
    finish	
    a	
    long	
    or	
    short	
    rest.	
    
  These	
    temporary	
    hit	
    points	
    equal	
    your	
    warlock	
    
  level	
    +	
    your	
    Charisma	
    modifier.	
    Additionally,	
    
  choose	
    up	
    to	
    five	
    creatures	
    you	
    can	
    see	
    at	
    the	
    end	
    
  of	
    your	
    rest.	
    Those	
    creatures	
    gain	
    temporary	
    hit	
    
  points	
    equal	
    to	
    half	
    your	
    warlock	
    level	
    +	
    your	
    
  Charisma	
    modifier.	
    
  Healing	
    Light	
    
  At	
    14th	
    level,	
    you	
    gain	
    the	
    ability	
    to	
    channel	
    the	
    
  Undying	
    Light	
    to	
    heal	
    yourself	
    and	
    other	
    creatures.	
    
  As	
    a	
    bonus	
    action,	
    you	
    can	
    touch	
    a	
    creature	
    and	
    
  heal	
    it.	
    With	
    each	
    touch,	
    a	
    creature	
    regains	
    from	
    
  1d6	
    to	
    5d6	
    hit	
    points	
    (your	
    choice).	
    You	
    have	
    a	
    
  total	
    pool	
    of	
    15d6	
    you	
    can	
    expend.	
    Subtract	
    the	
    
  dice	
    you	
    use	
    with	
    each	
    touch	
    from	
    that	
    total.	
    
  	
     You	
    regain	
    all	
    expended	
    dice	
    from	
    your	
    pool	
    
  when	
    you	
    finish	
    a	
    long	
    rest.	
    
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Unearthed Arcana/UA10 - Underdark Characters.pdf