IV – The Emperor
IV – The Emperor

Element: Fire
Bloodline: None
Difficulty of saving throw :
8 + Proficiency bonus + Charisma modifier
Upright symbol
- Authority, Power
- Limitations, Structure, Root
Reverse symbol
- Domination, Control
- Inflexibility, Rigidity, Weakness
Minor Effect
Aura of Domination
Range : a creature in the field of vision
Duration : (Charisma modifier) turns
By channeling the authority and charisma of the Tarot Emperor, you project a dominant and persuasive aura onto a creature you can see. The target must pass a Wisdom saving throw or be influenced by your charisma. For (Charisma modifier) turns, the target is unable to attack you.
At the end of each round, she can break the authority of the Emperor.
Major Effect
Crown of Authority
Range Self
Duration : Focus up to 1 minute
By channeling the supreme authority of the Emperor of Tarot, you don a crown of imperial energy that emanates from you. For 1 minute, you enjoy the following benefits:
- You gain a +2 bonus to your Charisma attribut
- You can use one action to project your imperial authority. All hostile creatures within the 9-meter radius must pass a Charisma saving throw or be temporarily subjugated by your command. Creatures thus subjugated are unable to attack you or your allies, but can still defend themselves against other threats. A subjugated creature can repeat its saving throw each turn to end this effect.
XXI. – The World
XXI. – The World

Element: Earth
Bloodline : None
Difficulty of saving throw : /
Upright symbol
- Achievement, Success
- Travel, Mobility
Reverse symbol
– Inertia
- Break, Stop
Minor Effect
Harmony of Essence
Radius : 9m
Duration : Focus up to 1 minute
By channeling the power of unity and balance from The World, you create an aura of harmony around you. All friendly creatures within a 9-meter radius of you receive a +2 bonus to their saving throws, as well as to their attack and damage rolls. They are also immune to fear and charm conditions.
Major Effect
Cosmic Awakening
Range Self
Duration : 1 minute
By channeling the infinite power of The World, you achieve a cosmic transformation. You become an awakened entity, acquiring universal knowledge and wisdom. Your body is enveloped in an aura of pure cosmic energy, and you gain the following benefits:
- You become immune to damage from all source
- Vous bénéficiez d'un bonus de +4 à tous vos jets de sauvegarde.
- Your attack rolls inflict additional damage equal to your Charisma modifier.
XX - Judgment
XX - Judgment

Element: Fire
Bloodline : Via Phoenix
Difficulty of saving throw :
8 + Proficiency Bonus + Wisdom Modifier
Upright symbol
- Mission, Awakening
- Final decision
Reverse symbol
- Denial, Ignorance
- Misjudgment
Minor Effect
Revealing the Truth
Range : voice range
Duration : Instantaneous
By channeling the Judgment Tarot card's power of judgment, you perceive the hidden truth surrounding a creature you choose within the area of effect. You can ask the target a question, and it must answer truthfully, if it is able to do so. The target may succeed in a Wisdom saving throw to resist the effect and not have to answer. In all cases, the target loses its next action.
Major Effect
Radiant Redemption
Range : 36m
Duration : Instantaneous
By channeling the purifying power of Judgment, you project a dazzling burst of light and spiritual force towards a target within a 36-meter radius. The target must pass a Constitution saving throw or suffer 8d10 radiant damage.
XIX – The Sun
XIX – The Sun

Element: Fire
Bloodline : Via Solaris
Difficulty of saving throw :
8 + Proficiency bonus + Intelligence modifier
Upright symbol
- Optimism, Happiness
- Energy, Success
Reverse symbol
- Failure
- Defeatism, Sadness
Minor Effect
Benevolent Radiation
Radius : 9m
Duration : Focus up to 1 minute
By channeling the radiant power of The Sun, you emit a beneficial glow that bathes the area around you. For the duration, all friendly creatures within a 9-meter radius of you gain advantage on saving throws against fear effects, as well as on attack and damage rolls with weapons that inflict radiant damage.
Major Effect
Nova Solar
Radius : 30m
Duration : Instantaneous
By channeling the fiery power of The Sun, you unleash a devastating solar explosion that engulfs the area around you. All creatures within a 30-meter radius must pass a Constitution saving throw or suffer 10d10 fire damage and 10d10 radiant damage. Creatures who succeed in their save take half the damage.
XVIII – The Moon
XVIII – The Moon

Element: None
Bloodline : Via Lunae
Difficulty of saving throw :
8 + Proficiency Bonus + Wisdom Modifier
Upright symbol
- Dreams, Intuition
- Illusion, Imagination
Reverse symbol
- Revelation
- Betrayal
Minor Effect
Lunar vision
Range : Touch
Duration : 1 hour
By channeling the mystical power of the Moon, you grant a creature you touch the ability to see in the dark. For the duration of this power, the target is able to see in the dark up to a distance of 18 meters.
Major Effect
Lunar Illusion
Radius : 9m
Duration : Focus up to 1 minute
By channeling the illusory power of the Moon, you create a magical illusion that deceives the senses of creatures in the targeted area. All creatures within a 9-meter radius must succeed on a Wisdom saving throw to remain unaffected by the illusion. Creatures who fail perceive an altered reality where they see moving shadows, distorted shapes and lunar illusions. This imposes a disadvantage on attack and saving throws, as well as a disadvantage on perception and the ability to distinguish reality from illusion.
XVII – The Star
XVII – The Star

Element: Water
Bloodline : None
Difficulty of saving throw :
Upright symbol
- Hope, Spirituality
- Wishes granted
Reverse symbol
- Loss of hope, Sadness
- Disappointment
Minor Effect
Benevolent Light
Radius : 9m
Duration : Focus up to 1 minute
By channeling the healing power of the Star, you create a soft, comforting light that illuminates the area around you. For its duration, a ray of sacred light emanates from you, illuminating a 9-meter radius. Creatures in this area recover 1d6 hit points at the end of their turn, as long as they remain within the area of effect.
Major Effect
Celestial Resurrection
Range : Touch
Duration : Instantaneous
By channeling the regenerative, celestial power of the Star, you are able to bring a dead creature back to life. When you cast this effect, you touch a creature that has been dead for less than 1 minute. This creature is immediately brought back to life with all its life points, provided it has not died of old age. In addition, the creature gains resistance to all types of damage for 1 hour.
XVI – The Tower
XVI – The Tower

Element: Fire
Bloodline : Via Arénéa
Difficulty of saving throw :
8 + Proficiency bonus + Strength modifier
Upright symbol
- Chaos, Revolution
- Sudden change, Accident
Reverse symbol
- Calm before the storm, Fear of change
- Crisis avoided
Minor Effect
Burst of Ruin
Range : 36m
Duration : Instantaneous
By channeling the destructive power of The Tower, you project a burst of destructive magical force towards a target within a 36-meter radius. The target must pass a Dexterity saving throw or suffer 3d8 force damage.
Major Effect
Cataclysmic collapse
Range : 90m
Duration : Instantaneous
By channeling the devastating power of The Tower, you trigger a cataclysmic collapse over a wide area. You choose a point within a 90-meter radius. All creatures within a 15-meter radius of the point must pass a Dexterity saving throw or suffer 12d8 force damage. Creatures who succeed in their save take half the damage.
XV – The Snake
XV – The Snake

Element: Fire
Bloodline : Via Serpentis
Difficulty of saving throw :
8 + Proficiency bonus + Dexterity modifier
Upright symbol
- Materialism, Jealousy
- Negativity, Addiction
Reverse symbol
- Release
- A new beginning
Minor Effect
- Venomous bite
Radius : 1 cible ds 9m
Duration : Instantaneous
By channeling the insidious power of The Snake, you project a jet of poisoned venom at a creature within a 9-meter radius. The target must succeed in a Constitution saving throw or suffer 2d6 poison damage, or half the damage if successful.
Major Effect
Suffocating entanglement
Radius : 6m
Duration : Focus up to 1 minute
By channeling the strangling power of The Snake, you conjure up a tangle of shadows and spectral snakes that writhe around creatures in a 6-meter radius. Creatures in the area must pass a Strength saving throw or be hindered by the spectral snakes. Restrained creatures suffer 4d8 necrotic damage at the end of each turn, and must succeed on a Constitution saving throw to end the effect.
XIV - Temperance
XIV - Temperance

Element: Water
Bloodline : Via Unicornis
Difficulty of saving throw :
Upright symbol
- Moderation, Balance
- Patience, Healing
Reverse symbol
- Unbalance, Chaos
Minor Effect
Calming harmony
Range : Touch
Duration : Instantaneous
By channeling the balanced power of Temperance, you touch a creature and bring it soothing harmony. The target recovers a number of hit points equal to 1d8 + your Wisdom modifier. In addition, the target gains advantage on saving throws against effects that inflict damage during its next turn.
Major Effect
Fountain of Serenity
Radius : 9m
Duration : Focus up to 1 minute
By channeling the balancing power of Temperance, you create a magical fountain of serenity that soothes and heals those nearby. For the duration of the effect, you enjoy the following benefits:
- Healing aura : Allied creatures who start their turn within a 9-meter radius of you recover a number of hit points equal to 2d8 + your wisdom modifier.
- Balanced Protection : Allied creatures within the radius of the healing aura gain advantage on saving throws against effects that affect them negatively.
XIII – The Death
XIII – The Death

Element: Water
Bloodline : Via Lupus
Difficulty of saving throw :
8 + Proficiency bonus + Intelligence modifier
Upright symbol
- Ending, Transition
- Release
Reverse symbol
- Stagnation, Immobility
- Resistance to change
Minor Effect
Weakening Touch
Range : Touch
Duration : Instantaneous
By channeling the transformative power of Death, you touch a creature, temporarily draining its vitality. The target must succeed at a Constitution saving throw or suffer 4d8 necrotic damage, or half the damage if successful. If the target fails its saving throw, it also suffers a disadvantage to its next attack and saving throw on its next turn.
Major Effect
Emprise Mortelle
Range : Special
Duration : Focus up to 1 minute
By channeling the inexorable power of Death, you invoke a deadly hold on the creatures around you. For 1 minute, you gain the following benefits:
- Aura of Death : Hostile creatures starting their turn within 9 meters of you take 6d8 necrotic damage. They can succeed in a Constitution saving throw to halve the damage.
- Reaper's Hand You can use an action to project a skeletal hand towards a creature within a radius of 18 meters. The target must succeed in a Strength saving throw or be seized by the reaper's hand. The seized creature is immobilized and suffers 8d8 necrotic damage at the end of each turn. The creature can attempt the saving throw again at the end of each turn to end the effect.
XII – The Weaver
XII – The Weaver

Element: Water
Bloodline : None
Difficulty of saving throw :
8 + Proficiency Bonus + Intelligence Modifi
Upright symbol
- Letting go
- Waiting
Reverse symbol
- Trapped
- Feelings
Minor Effect
Thread of Destiny
Radius : 9m
Duration : Focus up to 1 minute
By channeling the power of the Weaver, you manipulate the threads of fate that bind creatures together. For 1 minute, you enjoy the following benefits:
- Woven hindrance : You can use a bonus action to project a magic thread at a creature within a 9-meter radius. The target must succeed in a Strength saving throw or be hindered by the magic threads. The creature can attempt the saving throw again at the end of each turn to end the effect.
- Premonition : You can briefly predict your opponent's movement. You have the advantage on initiative and Dexterity rolls to avoid attacks of opportunity.
Major Effect
Weaving Fate
Radius : 6m
Duration : Focus up to 1 minute
By channeling the spellbinding power of The Weaver, you weave an intricate web of intertwined destinies. For 1 minute, you enjoy the following benefits:
- Bewitching Web : You can use an action to project a net of magic threads into an area with a radius of 6 meters. Creatures in the area must pass a Dexterity saving throw or be immobilized by the magic threads. Creatures can attempt the saving throw again at the end of each turn to end the effect.
- Thread handling : You can use a bonus action to briefly alter the threads of fate. You can swap the places of two Medium-sized or smaller creatures within a radius of 18 meters. The creatures must succeed in a Charisma saving throw to resist this effect.
XI - Justice
XI - Justice

Element: Air
Bloodline : None
Difficulty of saving throw : 8+ proficiency bonus + Wisdom modifier
Upright symbol
- Honesty, Equity
- Truth, Justice
Reverse symbol
- Unfairness, Deception
- Preconceived ideas
Minor Effect
Jugement Clair
Range : attack or skill
Duration : Focus up to 1 minute
By channeling the power of the Justice of the Tarot, you gain clear judgment and piercing vision. For 1 minute, you enjoy the following benefits:
- Penetrating Perception : You have the advantage on Perception and Investigation rolls.
- Fair Judgment : Once per turn, when you make a successful attack or skill roll (against a target), you can inflict an additional 1d6 radiant damage to the target.
Major Effect
Pendulum of Justice
Radius : 9m
Duration : Instantaneous
By channeling the power of Justice from the Tarot, you summon the divine pendulum of justice to punish the guilty and protect the innocent. All hostile creatures within a 9-meter radius must pass a Constitution saving throw or suffer 8d8 radiant damage, or half the damage if successful. Creatures suffering damage are also afflicted by the "Judgment" state, which inflicts a disadvantage on all attack and saving throws for 1 minute. They can redo their saving throw each turn to end this effect.
X- The Wheel of Fortune
X- The Wheel of Fortune

Element: None
Bloodline : None
Difficulty of saving throw :
8 + Proficiency Bonus + Wisdom Modifier
Upright symbol
- Luck, Destiny, Lifecycle
- Change, Improvement
Reverse symbol
- Bad luck
- Negative forces
Minor Effect
Lucky Fluctuation
Radius : 9m
Duration : Focus up to 1 minute
By channeling the changing, unpredictable energy of the Wheel of Fortune, you give yourself fluctuating luck. For 1 minute, you enjoy the following benefits:
- Unexpected luck: Once per turn, when you fail an attack, skill or saving throw, you can re-roll the die and choose the best result.
- Fluctuation of luck: You can use a bonus action to grant an advantage to an ally or impose a disadvantage on an enemy within a radius of 9 meters. This luck manipulation power lasts until the end of your next turn.
Major Effect
The Wheel of Fortune
Radius : 18 m
Duration : Focus up to 1 minute
By channeling the cosmic power of the Wheel of Fortune, you invoke a tangible manifestation of destiny. For 1 minute, you enjoy the following benefits:
- Wave of Destiny: You can use an action to project a wave of destined energy. Hostile creatures within a 9-meter radius must succeed on a Constitution saving throw or suffer 4d8 force damage. Creatures who succeed in their saving throw suffer half the damage.
- Whirlwind of Chance: Whenever an attack, skill or saving throw is made within a radius of 18 meters of you, you can use a reaction to impose a disadvantage or grant an advantage to the throw.
IX - The Hermit
IX - The Hermit

Element: None
Bloodline : Via Draconis
Difficulty of saving throw : /
Upright symbol
- Wisdom, Calmness
- Teaching, Research
Reverse symbol
- Lack of judgment, Repeated errors
- Loneliness
Minor Effect
Revealing Flame
Radius : 6m
Duration : Focus up to 1 minute
By channeling the illuminating wisdom of the Hermit of Tarot, you summon a sacred flame that glows intensely, lighting your way and revealing hidden secrets. For 1 minute, a glow emanates from you within a 6-meter radius. The following benefits are conferred:
- Night vision: You can see in the dark as if by bright light, within a 6-meter radius.
- Illusion revelation: You have advantage on saving throws to detect illusions and can see through magical illusions within the effect's range.
- Disturbing glare: Any hostile creature starting its turn in the radius or entering the radius for the first time during a turn suffers 1d6 fire damage.
Major Effect
Transcendent Wisdom
Radius : 9m
Duration : Focus up to 1 minute
By channeling the profound wisdom of the Hermit of Tarot, you transcend your understanding and access divine knowledge. For 1 minute, you gain the following benefits:
- Limited Omniscience: You have access to in-depth knowledge about a person. You gain advantage over actions towards that person.
- Aura of wisdom: Friendly creatures within a 9-meter radius of you gain advantage on saving throws against charm and fear effects.
- Radiant Radiance: Any hostile creature starting its turn within a 9-meter radius of you takes 2d8 radiant damage.
VIII – The Force
VIII – The Force

Element: Fire
Bloodline : Via Léo
Difficulty of saving throw :
8 + Proficiency bonus + Strength modifier
Upright symbol
- Control, Self-confidence, Motivation
Focus, Endurance
Reverse symbol
- Fear, Anxiety
- Abandonment, Loss of control
Minor Effect
Animal strength
Range Self
Duration : Focus up to 1 minute
By channeling the raw power represented by the Force card of the Tarot, you unlock your inner power. For 1 minute, you enjoy the following benefits:
- Superhuman strength: Your Strength score is increased by +2.
- Powerful strike: When you hit a creature with a close combat attack, you inflict an extra die of damage.
Major Effect
Heroic Domination
Range : 18 m
Duration : 1 minute
By channeling the majestic power of the Force of Tarot, you impose your superior will on enemy creatures. For 1 minute, you can attempt to mentally dominate a creature of size Large or less than 18 meters. The target must pass a Wisdom saving throw or be charmed by you for 1 minute. The charmed creature is under your control and follows your orders. It can make a new saving throw each time it suffers damage or if you give it a suicidal order.
VII - The Chariot
VII - The Chariot

Element: Water
Bloodline : Via Ursa
Difficulty of saving throw :
8 + Proficiency Bonus + Wisdom Modifier
Upright symbol
- Control, Willpower, Self-confidence
- Progress, Success
Reverse symbol
- Abandonment, Trial and error
- Problem
Minor Effect
Quick Charge
Range Self
Duration : 1 minute
By channeling the dynamic energy of the Chariot of Tarot, you increase your speed and agility. For 1 minute, your movement speed is increased by 9 meters and you benefit from the following advantages:
- Fierce Charge: When you use the Attack action, and if you've moved before, you can perform an extra attack using your bonus action. This extra attack is performed at a disadvantage.
- Acrobatic movement: You can use your bonus action to perform a special jump or stunt, such as a high jump or long jump increased by 3 meters, or a quick escape from a grappling hook or restraint.
Major Effect
Triumphant rush
Radius : 9m
Duration : Focus up to 1 minute
By channeling the conquering power of the Chariot of Tarot, you and your allies are enveloped in an energy of victory. For 1 minute, you create an aura of success that confers the following benefits on friendly creatures within a 9-meter radius of you:
- Triumphant inspiration: Friendly creatures gain an advantage on all attack rolls.
– Tolérance renforcée : Les créatures amicales bénéficient d’un bonus de +2 à leurs jets de sauvegarde.
- Victorious impulse: when a friendly creature succeeds in a saving throw against an effect that inflicts damage, it suffers no damage, instead of half damage if it succeeds.
VI - The Lovers
VI - The Lovers

Element: None
Bloodline : None
Difficulty of saving throw :
8 + Proficiency Bonus + Wisdom Modifier
Upright symbol
- Love, Understanding
- Duality, Choice
Reverse symbol
- Breakup, Dispute
- Incompatibility
Minor Effect
Celestial Link
Range : 9m
Duration : Focus up to 1 minute
By channeling the power of love and union from the Lovers of the Tarot, you create a magical bond between two creatures. Choose two targets within range - they can be friendly or enemy creatures. For 1 minute, the targets are linked and share the following benefits:
- Life sharing: Each time a target recovers hit points, the other target also recovers a number of hit points equal to half the total restored.
- Protective union: if one of the targets is hit by an attack, the other target can use its reaction to move in front of it and provide partial cover, granting a +2 bonus to AC against that attack.
Major Effect
Crown of Prosperity
Range : 9m
Duration : Focus up to 1 minute
By channeling the transcendent power of the Lovers of the Tarot, you create a profound magical link between several creatures. Choose up to three targets within range. For 1 minute, the targets are closely linked and enjoy the following benefits:
- Shield of love: Each target receives a +2 bonus to AC and saving throws.
- Vitality sharing: When a target recovers hit points, other targets also recover a number of hit points equal to half the total restored.
- Reinforced union: Targets can use their reaction to instantly swap places with each other, as long as they remain within 18 meters.
V - The High Priest
V - The High Priest

Element: Air
Bloodline : Via Solaris
Difficulty of saving throw: /
Upright symbol
- Tradition, Conformity, Teaching
- Respect rules, Obedience, Learning
Reverse symbol
- Disobedience, breaking the rules
- Ignore advice, take the pressure
Minor Effect
Inspiring Blessing
Range : 9 m
Duration : Focus up to 1 minute
By channeling the wisdom and sacred blessing of the High Priest of Tarot, you inspire your allies with spiritual energy. For 1 minute, whenever a creature of your choice within range makes an attack or saving throw, it can roll an additional 1d4 die and add the result to the roll. The target can choose to use this extra die before or after making the roll, but before the results are announced.
Major Effect
Sancturary
Radius : 9m
Duration : Focus up to 1 minute
By channeling the sacred power of the Tarot High Priest, you build a divine sanctuary that protects and strengthens your allies. For 1 minute, you create a 9-meter radius of sacred energy centered on you. Friendly creatures within this radius enjoy the following benefits:
- Divine resistance: Creatures gain a resistance bonus equal to your Charisma modifier (minimum +1) to damage from slashing, piercing and bludgeoning attacks.
- Spiritual healing: At the end of each turn, each friendly creature in the radius recovers a number of hit points equal to half your level.
III - The Empress

Element: Earth
Bloodline : Via Taurus
Difficulty of saving throw : /
Upright symbol
- Fertility, Abundance
– Nature
Reverse symbol
- Creation blocked
- Dependency, Loss
Minor Effect
Healing Hand
Range : Touch
Duration : Instantaneous
Heal : 1d8 + Wisdom modifier
Channeling the fecundity and regenerative power of the Empress of Tarot, you place your hands on a wounded creature. The target recovers a number of hit points equal to 1d8 + your Wisdom modifier. This effect can also heal minor illnesses or non-magical conditions.
Major Effect
Crown of Prosperity
Duration : Focus up to 1 minute
By channeling the benevolent and prosperous power of the Empress of Tarot, you surround yourself with a golden aura of prosperity. During (level/2)rounds, you gain the following benefits:
– Nurturing Healing
Range Self
Heal : 1d8 + your Wisdom Modifier
At the end of each turn, you recover a number of hit points equal to 1d8 + your Wisdom modifier.
– Maternal Protection
You have the advantage of saving throws against effects that seek to harm or negatively influence you.
– Fertile Generation
Radius : 9 m
Heal : 2d8 + your Wisdom Modifier
You can use an action to invoke a wave of benevolent healing energy. Allied creatures within 9 meters recover a number of hit points equal to 2d8 + your Wisdom modifier. Creatures affected by this healing wave also benefit from an Advantage on their next attack roll.
II - The High Priestess

Element: Water
Bloodline : Via Lunae
Difficulty of saving throw :
8 + Proficiency bonus + Intelligence modifier
Upright symbol
– Intuition
- Mysteries and Secrets
Reverse symbol
- Blocked intuition
- Secrets revealed and the loss of one's Authentic Self
Minor Effect
Lightning of Wisdom
Range : line of sight
Duration : Instantaneous
By channeling the mystical wisdom of the High Priestess of Tarot, you project a flash of astral light onto a creature you can see. The target must pass a Wisdom saving throw or suffer 2d6 points of psychic damage, and have disadvantage on its next attack or skill roll. The damage of this effect increases by 1d6 when you reach 4th level (3d6), 6th level (4d6), 8th level (5d6) and 10th level (6d6).
Major Effect
Priestess Vision
Range : Special
Duration : Focus up to 1 minute
By channeling the divine power of the High Priestess of Tarot, your eyes become windows into the mysteries of the past, present and future. For 1 minute, you enjoy the following benefits:
- Astral vision: You can see and hear through solid obstacles, up to a distance of 9 meters. You ignore non-magical magical darkness effects in this are
- Knowledge of secrets: You see into a future event, and receive a brief, cryptic answer from the Gods. You gain advantage for your next action.
- Aura of protection: You and allies within a 3-meter radius benefit from a +2 bonus to AC against attacks and to saving throws against magical effects.
I - The Magician
I - The Magician

Element: Air
Bloodline : Via Aquilae
Difficulty of saving throw :
8 + Proficiency bonus + Intelligence modifier
Upright symbol
Talent, Skill, Self-confidence
Focus, Motivation
Reverse symbol
Unskilled, Wrong choice
Minor Effect
Arcanic Spark
Range : line of sight
Duration : Instantaneous
By channeling the power of the Magician of the Tarot, you release an arcane spark onto a target you can see. The target must pass a Dexterity saving throw or suffer 1d8 points of force damage. This effect inflicts an additional 1d8 damage when you reach 5th level (2d8), 11th level (3d8) and
17th level (4d8)
Major Effect
Arcanic aura
Range : line of sight
Duration : Focus up to 1 minute
By channeling the supreme power of the Magician of Tarot, you surround yourself with an aura of arcane energy. For 1 minute, while maintaining concentration, you enjoy the following benefits:
- Resistant to all damage.
- The effects you cast ignore the creatures' resistances and immunity to damage.
In addition, you can use a bonus action to cast a level 1 Ancient Blood Magic effect without having to spend any Blood points.