Enchantment Tale
Dawnbringers believe that the glory of the dawn must be shared, but only those who are worthy can see it. The dawn is an enigmatic and obscure pseudo-religious belief in some future unifying event that will blend all of the worlds and realms into one. How this happens, and what it means is often open to all manner of interpretation. Texts on the dawn are obscure, and often covered in riddles; ancient writers on the topic seem too often be wracked with insanity. Nevertheless, dawnbringers seek to share their power with any they deem worthy - they empower their allies in all manner of ways. They are wandering spirits - adventurers by necessity; they are often not found in normal occupations throughout the kingdoms (or at least, not occupied in such a way that uses their talents).
Brilliance • Signature Talent • Action
As a fast action, gain d3 rays of light; your rays expire at the end of the encounter. You may have up to 3 + mastery rays at any time.
Glow of the Dawn • Tier 1 Talent • Action
Make a Magic vs Difficulty + 2 check; if successful, spend any number of rays - that many nearby characters of your choice gain +1 to a single attribute of your choice for 2 + mastery turns (if in danger, minutes otherwise). If you use this ability again to target the same character this encounter, the effect is overwritten.
Healing Light • Tier 1 Talent • Action
Up to 2 + mastery times per encounter, heal a nearby character for d6 + Magic damage; you may spend one of your rays to increase the healing by 1 as many times as you wish.
Burst of Energy • Tier 2 Talent • Action
Make a Magic vs Difficulty + 2 check; if successful, all other nearby characters of your choice gain an extra fast action on their next turn this encounter.
Armored Light • Tier 2 Talent • Action
As a fast action, select another adjacent character, and spend any amount of rays up to 1 + mastery; that character gains that much armor until your next turn. If your mastery is > 2, you can target yourself; if your mastery if > 6, you can target a nearby character.
Deflecting Rays • Tier 3 Talent
Whenever you would take damage, you can immediately spend any number of rays to reduce the damage by that amount of rays spent.
Blinding Light • Tier 3 Talent • Action
Make a Magic vs Steel check against all nearby characters of your choice; for each success, spend 1 of your rays to blind that character for 1 turn - they cannot move or take actions, and they suffer -3 to all defensive checks. A blinded character cannot be affected by this action.
Tarr’ko • Tarr'ko Talent
You gain an innate tarr’ko card - Surge, the Forbidden Dance.
Notes: Innate tarr’ko cards cannot be lost, stolen, or exchanged; they are gibberish to anyone else who looks at them.