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RULE COMPENDIUM · v0.2

Healer

Classes / Classes / Medicine Cat · Content organized from the original Dungeons & Cats rules document.

Classes / Classes / Medicine Cat

Healer

Healer

One of the oldest Medicine Cat traditions, Healers excel at treating their Clanmates' wounds and easing their pain.

Hit Die: 1d8 per class level

Resolve Die: 1d10 per class level

1st-Level Hit Points: 20 + 1d8 + Constitution Modifier

1st-Level Resolve: 10 + 1d10 + Insight Modifier

Primary Attribute: Intelligence

Herb Reserve: 5 + Proficiency Bonus + Intelligence Modifier (minimum modifier 0)

Attribute Increase

At 4th, 8th, 12th, 16th, and 19th level, increase one Attribute Score by 2, or increase two Attribute Scores by 1 each. This feature cannot raise an Attribute Score above 20.

Active Abilities

Level Ability Effect Cost Element Attribute Notes
1 Basic Attack Class level + 1d8 damage. Action Physical Strength One target
1 Prepare Herbs Spend an Action and 1 Herb to prepare 3 doses of 【Restorative Herbs】 and distribute them among any allies. Using a dose takes an Action and restores class level + 2d4 Hit Points. Action; 1 Herb Physical None
2 Healing Restore 5 + class level Hit Points. Action; 1 Herb Physical Intelligence One target; physical healing
3 Rapid Aid Restore Hit Points equal to your class level. Preparation; 1 Herb Physical Intelligence One target; 3 times per Long Rest
3 Defensive Stance Reduce all damage you take by class level ÷ 3 for 3 rounds. Action Physical None Self; once per combat
5 Timely Recovery When you take damage, use a Reaction to regain Hit Points equal to half the damage taken. Reaction Physical Insight Self; twice per Long Rest
8 Body Check Deal damage equal to one-third of your current Hit Points and make the target 【Prone】 for 1 round. Action Physical Constitution One target; twice per combat; Strength or Constitution Save
10 Group Recovery Restore class level + 3d6 Hit Points to up to 3 targets. Action; 3 Herbs Physical Intelligence Up to 3 targets; once per combat
12 Battlefield Aid Every ally who is dying or in Breakdown regains the ability to act and restores 1 Hit Point or 1 Resolve, as appropriate. Action; 10 Resolve Starlight Insight All allies; once per Long Rest; supernatural healing
15 Healing Mist Scatter healing herbs across the area. Every ally regains Hit Points equal to your class level at the start of each turn for 3 rounds. Action; 7 Resolve Physical Intelligence All allies; Concentration; once per Long Rest; supernatural healing

Passive Abilities

Level Ability Effect
1 Medicine Cat Training Gain +2 on Medicine Checks.
3 Herbal Familiarity Whenever you restore Hit Points, you also regain 1d4 Hit Points.
5 Gifted Healer Whenever you restore a target's Hit Points, it regains an additional 1d4.
10 Protective Care Whenever you restore a target's Hit Points, it also gains 1 Temporary Hit Point.
12 Safety First While at Maximum Hit Points, your damage rolls gain a 1d8 bonus.

Learning Soul Arts

When you reach a level shown in the table, choose and learn one of the listed Soul Arts. A learned Soul Art does not need to be prepared, but you must still pay its Resolve cost when you use it.

Soul Art Save DC = 10 + Insight Modifier + Proficiency Bonus + Soul Specialization.

Soul Art Attack Roll = 1d20 + Insight Modifier + Proficiency Bonus + Soul Specialization.

Class Level Choose One
1 Blessing, Meditation, Second Wind, or Starlight Flash
3 Blessing, Meditation, Second Wind, or Starlight Flash
4 Aid, Protection, Soothe Resolve, or Healing
6 Aid, Protection, Soothe Resolve, or Healing
8 Stabilise, Song of Solace, Sanctuary, or Mass Healing
10 Stabilise, Song of Solace, Sanctuary, or Mass Healing
13 Elemental Protection, Death Ward, Rain of Stars, or Soul Barrier
16 Any Soul Art from the preceding lists
18 Anthem, Absolute Clarity, or Restoration
20 Any Soul Art from the preceding lists