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RULE COMPENDIUM · v0.2

Active Abilities

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

Classes / Classes / Medicine Cat / Healer

Active Abilities

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