Ward

Following the Path of Ward, your talismans manipulate the sources of healing and protection to aid you and your allies in your darkest moments.

## Rite of Healing

At 3rd level, you learn to inscribe curative symbols into your talismans, allowing their rejuvenating energies to heal creatures. As an action, you can tag a creature within 30ft of you with a Talisman of Healing, healing them for 1d6+2. At 7th level: this healing increases to 2d6+4, and at 15th level it increases to 4d6+8. You are able to activate Talismans of Healing equal to your Wisdom Modifier + 1 (minimum 1) per short rest. The Talisman of Healing has no effect on Constructs or Undead. When the talisman's magic is spent, the talisman evaporates into mist.

## Rite of Cold Iron

At 7th level, you learn to temporarily infuse common metal items and weapons with cold iron magic as a bonus action: items tagged with a Talisman of Cold Iron cannot be interacted with by any creature that is not native to the current plane you are on, and weapons deal an additional 1d12 Force damage to these creatures. At 11th level this damage increases to 2d12, and 3d12 at 15th level. You may only have one Talisman of Cold Iron active per short rest, and if another were to be activated, the previous talisman evaporates into mist.

## Rite of Resistance

At 11th level, you learn to inscribe inspiring symbols into your talismans, providing protection from any harming source. As an action, you can tag creatures and items with the Talisman of Resistance, allowing them to deduct damage equaling to your level when this talisman was created whenever they are attacked. If the amount to deduct is higher than the damage dealt, the attacker takes damage equal to the remaining amount of protection. You may only have one Talisman of Resistance active per long rest, and if another were to be activated, the previous talisman evaporates into mist.

## Rite of Tranquility

At 15th level, you learn to inscribe calming symbols into your talismans, allowing you to choose a point you can see within 120ft and calm a 30ft radius around the chosen point for 1 hour. Every creature within the radius must make a Constitution saving throw or be Tranquilized while within the radius. Creatures Tranquilized are not aware that they are under the effect of the Talisman of Tranquility, do not regard any creature as hostile, have disadvantage on Insight checks, and creatures have advantage on Persuasion rolls against them. You may only have one Talisman of Tranquility active per long rest, and when the talisman's magic is spent, the talisman evaporates into mist.

## Rite of Protection

At 20th level you, your knowledge of inspiring and protective symbols reaches their zenith, allowing you to create a Talisman of Death Protection. You can tag this talisman to yourself or a creature you can see within 60ft as an action; when the Talisman of Death Protection is worn, the creature cannot go down below 1 hp for 5 turns, but any damage taken is stored. Once the effect wears off, if the total amount of damage would drop them to 0 hp but not outright kill them, they instead stay at 1 hp; if the total amount of damage taken would otherwise kill them, they become unconscious and stable instead. You may only have one Talisman of Death Protection active per long rest, and if another were to be activated, the previous talisman evaporates into mist.