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RULE COMPENDIUM · v0.2

Seer

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

Classes / Classes / Medicine Cat

Seer

Seer

Hit Die: 1d8 per class level

Resolve Die: 1d5 per class level

1st-Level Hit Points: 18 + 1d8 + Constitution Modifier

1st-Level Resolve: 8 + 1d5 + Insight Modifier

Primary Attribute: Insight

Herb Reserve: 1 + 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 Forestall Harm Grant 5 Temporary Hit Points. Action Starlight None One target
2 Foresee the Future Gain 2 【Foresight Eyes】. When a target makes a Check or Attack Roll, use a Reaction and spend 1 eye to roll 1d20; your natural result replaces the target's natural result. Reaction; 1 Foresight Eye Starlight None Eyes recover on a Long Rest; gain 1 additional eye every 4 Seer levels from 4th level
3 Healing Restore class level + 5 Hit Points. Action; 1 Herb Physical Intelligence One target; physical healing
3 Soothe Restore 2d4 Resolve. Action; 4 Resolve Physical Insight One target
4 Pierce the Future When an ally fails a Check or Attack Roll, use a Reaction and spend 1 Foresight Eye to make the roll succeed. Reaction; 1 Foresight Eye Starlight None One ally
4 Protective Blessing Mark up to 2 allies. Reduce damage they take by your Insight Modifier. Action Starlight None Up to 2 targets; Concentration; once per Long Rest
8 Body Check Deal damage equal to half 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 Healing Restore class level + 3d6 Hit Points to up to 3 targets. Action; 3 Herbs Physical Intelligence Up to 3 targets; once per combat
12 Reverse Life and Death Mark one ally and choose Life or Resolve. If the target enters the corresponding danger state before your next turn, it immediately regains the ability to act and restores all Hit Points or Resolve. If it does not, the chosen resource falls to 1. Action Starlight Insight One target; twice per Long Rest
15 Bear Their Fate When an ally would take fatal damage, use a Reaction to prevent it. You take Resolve Damage equal to half that damage minus your Insight Modifier. Reaction Starlight None One target; once per Long Rest

Passive Abilities

Level Ability Effect
1 Medicine Cat Training Gain +2 on Medicine Checks.
2 Sense Misfortune Gain 1 【Ward Die】. When an ally fails a Check or Attack Roll, spend the die to roll 1d20; your natural result replaces the ally's natural result. The Ward Die recovers on a Long Rest.
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.