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 |