Morninglord enhancements

Core
1. +2% to hit with all attack. Sneak Attack Range is increased by each core.

2. Int +1

3. +2% to hit

4. int +1

5. +2% to hit

Tier 1
Rejuvenation of Dawn: heals 10,000 hit point, remove all bad effects. one/two to use. cooldown 3 mins. AP: 2

Bane of the Restless: +2/4/6 at turn undead level and total hit dice.

Keen Senses: +1/2/3 to listen, search, spot

Morninglord Weapon Training: +1 to hit and damage with Morningstars, Maces, one-handed hammers. +1 to hit, +2 to damage with Mauls. AP: 2

Arcane Fluidity: 5/10/15% arcane failure reduced

Tier 2
Blessing of Amaunator: Turn attempt to buff. 1 Rank: Aid. 2 Rank: Spell Resistance. 3 Rank: Deathward. AP: 2

Enchantment Lore: 2/4/6 to saves vs. enchantment

Nothing is hidden: (Keen Senses needed)always search checking with -12/8/4 penalty

Morninglord Weapon Training: (1 tier training needed)+1 to hit and damage with Morningstars, Maces, one-handed hammers. +1 to hit, +2 to damage with Mauls. AP: 2

Elven Arcanum: 25/50/100 to SP, 1/2/3 to Spell Penetration. AP: 2

Tier 3
Light of the Sun God: 10/20/30 to Light Spell Power

Feywild Tap: It's bored to write :/

Fey Sight: you can see invisibles with higher 100 sp.

Morninglord Weapon Training: (2 tier training needed)+1 to hit and damage with Morningstars, Maces, one-handed hammers. +1 to hit, +2 to damage with Mauls. AP: 2

Arcane Archer: Racial Arcane Archer AP: 4

Tier 4
Amaunator's Brilliance: Sunburst with long cooldown

Aura of Radiance: you gain light guard 2d6/8/10. +3/6/9 to AC vs. shadows and undeads.

Grace: Dex hit and damage to Morningstars, Maces and Hammers.

Morninglord Weapon Training: (3 tier training needed)+1 to hit and damage with Morningstars, Maces, one-handed hammers. +1 to hit, +2 to damage with Mauls. AP: 2

Skill: Doublestrike/shot +3%, Dodge 3%, dodge bypass 3%.