Scion of Renewal

"We are bathed in the spirits of the great river. Nothing you do can bring us harm."

Prerequisite: Shaman, call spirit companion power

One of most ancient of shamanistic practices focuses on the river of renewal, an ancient, all-encompassing flow of spiritual energy that protects living things and allows them to heal. Tribal elders invoke the river of renewal to cleanse plagues, grow crops destroyed by pestilence, and help close the wounds of war. No sickness exists that this powerful energy cannot cure. Many shamans who strive to end suffering and bring healing to their people seek to be bathed in the spirits of the river.

As a scion of renewal, you invoke spirits from the river to cleanse your allies. Through your power, the body’s natural healing is accelerated, making it able to better fight off diseases and effects of a natural and magical nature. You can call on the spirits of the river to strike at your foes, leaving behind an aura of healing for your allies. Your spirit companion becomes a fount of spiritual energy from the river of renewal, taking on a watery appearance as it provides a neverending supply of pure energy to bolster those around it.


“We are bathed in the spirits of the great river. Nothing you do can bring us harm.”

    Fountain of Life (11th level): Your healing spirit power uses d8s instead of d6s to determine the bonus healing received by an ally adjacent to your spirit companion. The target of your healing spirit power can choose not to regain the hit points from spending a healing surge and instead make a saving throw.
    Mending Action (11th level): When you spend an action point, each ally adjacent to your spirit companion can regain hit points equal to your Wisdom modifier.
    Striking Surge (16th level): When an ally adjacent to your spirit companion uses his or her second wind, he or she also gains a +2 bonus to attack rolls and damage rolls until the end of his or her next turn.

Scion of Renewal Attack 11Renewing Wash

A glistening spirit envelops your foe, allowing nearby allies to shrug off the evils of battle.

Encounter        Implement, Primal
Standard Action      Close blast 3

Target: One enemy in the blast

Attack: Wisdom vs. Reflex

Hit: 2d8 + Wisdom modifier damage.

Effect: Each ally within the blast can make a saving throw as a free action against an effect that a save can end.

Scion of Renewal Utility 12Rain of Renewal

Gleaming spirits rain down on your allies, bolstering their bodies’ ability to ward off wounds and disease.

Daily        Healing, Primal, Zone
Minor Action      Area burst 2 within 5

Effect: The burst creates a zone that lasts until the end of the encounter. Each ally within the zone gains a +2 power bonus to saving throws and cannot contract diseases from enemy attacks. Each bloodied ally within the zone gains regeneration 5 while within the zone. You can move the zone 5 squares as a minor action.

Scion of Renewal Attack 20Purging Wave

A wave of spirits crashes down, battering your enemies and submerging your allies in the river of renewal.

Daily        Implement, Primal
Standard Action      Area burst 2 within 10

Target: One, two, or three enemies in the burst

Attack: Wisdom vs. Fortitude

Hit: 3d10 + Wisdom modifier damage. Choose one ally within the burst subject to an effect that a save can end. That effect ends as if the ally had succeeded on a saving throw.

Miss: Half damage.

Effect: Each ally within the burst gains regeneration 10 until the end of your next turn.

Sustain Standard: The effect persists.

Published in Dragon Magazine 385, page(s) 40.