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Homebrew

Vitalist

Core Vitalist Traits
Primary Ability Intelligence and Wisdom
Hit Point Die d8 per Vitalist level
Saving Throw Proficiencies Intelligence and Wisdom
Skill Proficiencies Choose 2: Arcana, History, Insight, Medicine, Nature, or Persuasion
Weapon Proficiencies Simple weapons
Tool Proficiencies
Armor Training Light armor
Starting Equipment Choose A or B: (A) Quarterstaff, Arcane Focus (orb), Leather Armor, Scholar’s Pack, and 5 GP (B) 55 GP

Vitalists are arcane healers who channel the raw energies of magic to mend wounds, bolster allies, and protect the fragile thread of life. Through careful study and unparalleled mastery of arcane principles, Vitalists have unlocked the secrets of restorative magic, achieving feats once thought to be the sole domain of divine power. By manipulating the very fabric of existence, they weave vitality and renewal into every spell they cast.

Unlike Clerics, who serve divine entities, Vitalists rely entirely on intellect and discipline. Their power comes from meticulous research, experimentation, and an intuitive understanding of life’s arcane patterns. Vitalists often study at great magical academies or belong to secretive guilds dedicated to understanding the mysteries of life and death. They combine their healing arts with protective barriers and battlefield control, ensuring their allies survive even the direst situations.

Not every mage can become a Vitalist. Their work demands not only a brilliant mind but also compassion and adaptability. While other spellcasters focus on destruction or manipulation, Vitalists prioritize restoration and resilience, often becoming trusted protectors of their communities or invaluable members of adventuring parties. Where others see devastation, Vitalists see an opportunity to rebuild and rejuvenate.

Becoming a Vitalist...
As a Level 1 Character:

Gain all the traits listed in the Core Vitalist Traits table.

Gain the Vitalist’s level 1 features, which include Arcane Mender, Restorative Bond, and Spellcasting.

Choose two skills from the Vitalist’s skill list: Arcana, History, Insight, Medicine, Nature, or Persuasion.

Your spellbook (or equivalent focus for storing restorative spells) is a defining tool, marking the culmination of your early studies in healing magic.

As a Multiclass Character:

Gain the following traits from the Core Vitalist Traits table:

Hit Point Die: d8 per Vitalist level.

Armor Proficiencies: Light armor.

Skill Proficiencies: You do not gain additional skill proficiencies when multiclassing into the Vitalist.

Gain the Vitalist’s level 1 features: Arcane Mender, Restorative Bond, and Spellcasting.

See the multiclassing rules in Chapter 2 to determine your spell slots and access to spells when multiclassing into Vitalist.

Class Features
LevelProficiency BonusClass FeaturesCantripsPrepared Spells123456789
12Spellcasting, Arcane Mender, Restorative Bond342
22Arcane Channeling353
32Vitalist Subclass3642
42Ability Score Improvement4743
53Weave Life49432
63Subclass Feature410433
73Temporal Mend4114331
83Ability Score Improvement4124332
94Revitalizing Aura41443331
104Subclass Feature51543332
114Arcane Surge516433321
124Ability Score Improvement516433321
135Reweave Essence5174333211
145Subclass Feature5184333211
155Mana Conduit51943332111
165Ability Score Improvement52143332111
176Arcane Apotheosis522433321111
186Enhanced Revitalizing Aura523433331111
196Epic Boon524433332111
206Master of Arcane Restoration525433332211

Level 1: Spellcasting

Your disciplined study of arcane magic has granted you the ability to cast spells, using your mastery of intelligence to channel and manipulate healing and supportive energies.

Cantrips

At 1st level, you know three cantrips of your choice from the Vitalist spell list. You learn additional Vitalist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Vitalist Features table.

Preparing and Casting Spells

The Vitalist table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Vitalist spells that are available for you to cast, choosing from the Vitalist spell list. When you do so, choose a number of Vitalist spells equal to your Intelligence modifier + your Vitalist level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level Vitalist, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Vitalist spells requires focused meditation and study of your spellbook or arcane notes: at least 1 minute per spell level for each spell on your list.

Changing Your Prepared Spells.

Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your Vitalist spells. Your meticulous study and understanding of arcane principles empower your magic. You use your Intelligence whenever a Vitalist spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Vitalist spell you cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
  • Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting

You can cast a Vitalist spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use an Arcane Focus (see Adventuring Gear) as a spellcasting focus for your Vitalist spells.

Level 1: Arcane Mender

Your mastery of restorative magic manifests in a cantrip, Arcane Mend, which heals minor wounds or repairs damaged objects. When you cast Arcane Mend, you can restore hit points to a creature equal to 1d4 + your spellcasting modifier, or repair a single break or tear in a nonmagical item. The spell’s potency increases as you gain levels in this class. See the spell’s description for details.

Level 1: Restorative Bond

As a Bonus Action, you can create a magical bond with a willing creature within 30 feet of you. While bonded, whenever you cast a healing spell on one of the bonded creatures, you can share the healing with another bonded creature within 30 feet, restoring half the amount healed to the secondary target. The bond lasts for 1 minute or until you end it as a Bonus Action. You can use this feature a number of times equal to your Intelligence modifier (minimum of once) per Long Rest.

Level 2: Arcane Channeling

You learn to direct healing energy through your Arcane Focus. When you cast a healing spell, you can choose to channel its energy through your focus to enhance its range or potency:

  • Increase the range of a touch spell to 30 feet.
  • Increase the spell’s healing by an amount equal to your proficiency bonus.

You can use this feature a number of times equal to your Intelligence modifier, regaining all expended uses after a Long Rest.

Level 3: Vitalist Subclass

You choose a Vitalist Subclass that shapes the focus of your healing magic: Path of the Vital Weaver, Path of the Shield Architect, Path of the Life Warden, or Path of the Chronomancer. The subclass grants you unique features at levels 3, 6, 10, and 14.

Level 5: Weave Life

Your understanding of arcane healing allows you to influence life’s threads with precision. When you cast a healing spell, you can reroll any number of dice that rolled below your Intelligence modifier. You must use the new rolls.

Level 7: Temporal Rejuvenation

You unlock the ability to manipulate time to heal wounds. As a Bonus Action, you can select a creature within 30 feet and roll a number of d8s equal to half your Vitalist level (rounded up). You can either restore that many hit points to the creature or remove an equivalent amount of damage that occurred within the last round. You can use this feature once per Short or Long Rest.

Level 9: Revitalizing Aura

You exude an aura of restorative magic. As an Action, you create an aura with a 30-foot radius centered on you. For 1 minute, creatures of your choice in the aura regain hit points equal to your Intelligence modifier at the start of their turn. You can use this feature once per Long Rest.

Level 11: Arcane Resonance

You learn to heighten the effectiveness of your healing spells. When you cast a spell that restores hit points, you can add a bonus equal to twice your Intelligence modifier to the healing. Once you use this feature, you must finish a Short or Long Rest before you can use it again.

Level 13: Reweave Essence

You gain the ability to bring creatures back from the brink of death. You can cast the Revivify spell without expending a spell slot or material components. Once you use this feature, you must finish a Long Rest before you can use it again.

Level 15: Mana Conduit

Your mastery of magical energy allows you to redistribute it more effectively. When you heal a creature with a spell, you can choose another creature within 30 feet to gain temporary hit points equal to half the healing amount.

Level 17: Arcane Immortality

You unlock the pinnacle of arcane restoration. As an Action, you can make any number of creatures within 60 feet immune to hit point loss for 1 minute. Affected creatures cannot drop below 1 hit point. Once you use this feature, you must finish a Long Rest before you can use it again.

Level 18: Enhanced Revitalizing Aura

Your Revitalizing Aura becomes more potent. When active, the aura now restores hit points equal to your Intelligence modifier + half your Vitalist level. Additionally, enemies in the aura must succeed on a Constitution saving throw at the start of their turns or take radiant damage equal to your Intelligence modifier.

Level 19: Epic Boon

You gain an Epic Boon feat of your choice.

Level 20: Master of Arcane Restoration

Your mastery of arcane healing reaches its peak. Once per Long Rest, you can cast any spell from any class’s spell list as if it were on your spell list. The spell does not require a spell slot and is cast at 9th level.

Spells

Vitalist Spell List

This section presents the Vitalist spell list. The spells are organized by spell level and then alphabetized. Spells marked with an asterisk (*) are custom homebrew spells that appear below.

Cantrips

Arcane Mend*, Blade Ward, Dancing Lights, Guidance, Light, Mage Hand, Mending, Minor Illusion, Prestidigitation, Sacred Flame, Spare the Dying, Vital Spark*

Level 1

Alarm, Arcane Ward*, Bless, Cure Wounds, Detect Magic, Healing Word, Mage Armor, Protection from Evil and Good, Sanctuary, Shield, Vital Mend*, Zephyr Strike

Level 2

Aid, Arcane Fortification*, Augury, Enhance Ability, Healing Spirit, Lesser Restoration, Mirror Image, Scorching Ray, Vital Bond*, Warding Bond, Zone of Truth

Level 3

Beacon of Energy*, Beacon of Hope, Counterspell, Daylight, Dispel Magic, Revivify, Spirit Guardians, Vital Step*, Water Walk

Level 4

Arcane Renewal*, Arcane Eye, Banishment, Control Water, Death Ward, Dimension Door, Freedom of Movement, Stoneskin

Level 5

Arcane Surge*, Commune, Cone of Cold, Contagion, Dispel Evil and Good, Flame Strike, Greater Restoration, Hold Monster, Legend Lore, Mass Cure Wounds, Planar Binding, Raise Dead, Rejuvenating Wave*, Scrying, Wall of Force, Wall of Light, Word of Recall

Level 6

Arcane Beacon*, Blade Barrier, Chain Lightning, Contingency, Create Undead, Find the Path, Forbiddance, Heal, Planar Ally, Sunbeam, True Seeing, Wall of Ice

Level 7

Arcane Sanctuary*, Delayed Blast Fireball, Etherealness, Finger of Death, Forcecage, Plane Shift, Regenerate, Resurrection, Temporal Mend*, Symbol

Level 8

Antimagic Field, Control Weather, Sunburst, Telepathy, Temporal Shelter*, Time Stop, Clone

Level 9

Arcane Apotheosis*, Apex Restoration*, Foresight, Mass Heal, Prismatic Wall, Wish

Custom Spells for the Vitalist

Cantrips

Homebrew

Arcane Mend

CANTRIP TRANSMUTATION

Casting Time: 1 action

Range/Area: Touch

Components: V, S

Duration: Instantaneous

Description:

You channel arcane energy to repair minor damage or restore function to an item, including Earth-based technology. Choose one of the following effects:

Heal a Creature: A creature you touch regains hit points equal to 1d4 + your spellcasting modifier. This spell has no effect on undead or constructs.

Recharge a Device: A device with a battery (such as a smartphone, tablet, or laptop) regains power as if fully recharged.

Repair Minor Damage: You mend a single break or tear in a nonmagical object, such as a cracked screen, broken hinge, or torn cloth. The break or tear must be no larger than 1 foot in any dimension, leaving no trace of the former damage.

Restore Basic Function: If a small mechanical device (such as a watch or a toy) or electronic device (such as a smartphone or tablet) is malfunctioning but not severely damaged, you can restore its basic functionality (e.g., making a cracked screen responsive again, fixing a software glitch).


Cantrip Upgrade:

The healing increases by 1d4 when you reach 5th level ( 2d4 ), 11th level ( 3d4 ), and 17th level ( 4d4 ).

Level 5: You can repair multiple minor breaks or malfunctions on a single object, such as fixing both the screen and the casing of a smartphone in one action.

Level 11: You can fully repair a single severely damaged object, restoring it to working condition (e.g., a shattered phone, a laptop with multiple components damaged). Magical or heavily enchanted items require a successful Arcana check (DC 15).

Level 17: You can replicate a mundane object. The duplicate appears in your hands and functions identically to the original, but it is nonmagical and lasts for 24 hours before disintegrating. The duplicate cannot include advanced or sensitive data (e.g., no cloud access or encryption keys).


Available For: Vitalist

Homebrew

Vital Spark

CANTRIP TRANSMUTATION

Casting Time: 1 action

Range/Area: 30 feet

Components: V, S

Duration: Instantaneous

Description:

The caster directs a small, sparking mote of arcane energy toward a creature they can see within range. If the creature is friendly, it regains 1d4 hit points. If the creature is hostile, it must succeed on a Dexterity saving throw or take 1d4 radiant damage.


Cantrip Upgrade:

Healing or damage increases by 1d4 at levels 5, 11, and 17.


Available For: Vitalist

Level 1

Homebrew

Arcane Ward

1ST ABJURATION

Casting Time: 1 action

Range/Area: 30 feet

Components: V, S

Duration: Concentration, up to 10 minutes

Description:

You create a shimmering protective barrier around a creature of your choice within range. The ward grants the creature temporary hit points equal to 5 + your spellcasting ability modifier. While the ward is active, the creature has advantage on saving throws against being frightened.

At the start of each of the creature’s turns, the ward absorbs 2 damage from any source. When the temporary hit points are depleted, the ward ends.


Using a Higher-Level Spell Slot:

When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points increase by 5 for each slot level above 1st.


Available For: Vitalist

Homebrew

Vital Mend

1ST ABJURATION

Casting Time: 1 action

Range/Area: Touch

Components: V, S

Duration: Instantaneous

Description:

You channel arcane energy to mend wounds. A creature you touch regains hit points equal to 1d8 + your spellcasting ability modifier. If the creature is unconscious, this spell restores it to consciousness if its hit points are raised above 0.


Using a Higher-Level Spell Slot:

When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.


Available For: Vitalist

Level 2

Homebrew

Arcane Fortification

2ND ABJURATION

Casting Time: 1 action

Range/Area: 10 feet

Components: V, S, M (a small steel mirror)

Duration: Concentration, up to 1 hour

Description:

You imbue a creature within range with arcane energy that bolsters their defenses. The target gains resistance to one damage type of your choice: bludgeoning, piercing, slashing, fire, cold, lightning, thunder, acid, poison, or radiant.


Using a Higher-Level Spell Slot:

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.


Available For: Vitalist

Homebrew

Vital Bond

2ND ENCHANTMENT

Casting Time: 1 action

Range/Area: 30 feet

Components: V, S

Duration: Concentration, up to 1 hour

Description:

You create a bond between two creatures of your choice within range. Whenever one creature is healed, the other also regains hit points equal to half the amount healed. The bond breaks if either creature moves more than 60 feet away from the other or if you lose concentration.


Available For: Vitalist

Level 3

Homebrew

Beacon of Energy

3RD OTHER

Casting Time: 1 action

Range/Area: 30 feet

Components: V, S

Duration: Concentration, up to 1 minute

Description:

You create a radiant beacon that bolsters allies. Choose up to three creatures within range. While the spell is active, the creatures gain the following benefits:

  • Whenever they regain hit points, they regain additional hit points equal to your spellcasting ability modifier.
  • Their movement speed increases by 10 feet.

Note: school should be Evocation


Using a Higher-Level Spell Slot:

When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.


Available For: Vitalist

Homebrew

Vital Step

3RD CONJURATION

Casting Time: 1 action

Range/Area: 60 feet

Components: V, S

Duration: Instantaneous

Description:

You and one willing creature within 5 feet of you are enveloped in shimmering energy and teleport to an unoccupied space you can see within range. Upon arrival, both you and the teleported creature regain hit points equal to 1d8 + your spellcasting ability modifier.


Using a Higher-Level Spell Slot:

When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d8 for each slot level above 3rd.


Available For: Vitalist

Level 4

Homebrew

Arcane Renewal

4TH TRANSMUTATION

Casting Time: 1 action

Range/Area: Touch

Components: V, S, M (a sapphire worth 50 gp)

Duration: Instantaneous

Description:

You flood a creature with restorative energy. The target regains hit points equal to 4d8 + your spellcasting ability modifier, and any one condition affecting the creature (such as blinded, paralyzed, or poisoned) is removed.


Using a Higher-Level Spell Slot:

When you cast this spell using a spell slot of 5th level or higher, the healing increases by 1d8 for each slot level above 4th.


Available For: Vitalist

Level 5

Homebrew

Arcane Surge

5TH OTHER

Casting Time: 1 action

Range/Area: 30 feet

Components: V, S

Duration: Instantaneous

Description:

Choose up to three creatures within range. A surge of arcane energy flows through them, restoring 5d8 hit points to each target and removing one level of exhaustion from each of them.

(note: school should be evocation but template is currently missing that school)


Using a Higher-Level Spell Slot:

When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.


Available For: Vitalist

Homebrew

Rejuvenating Wave

5TH ABJURATION

Casting Time: 1 action

Range/Area: 30 feet

Components: V, S

Duration: Instantaneous

Description:

A wave of rejuvenating magic washes over your allies. Choose up to six creatures of your choice within range. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. In addition, any creature healed by this spell gains temporary hit points equal to your spellcasting ability modifier.

If a creature is unconscious, this spell restores it to consciousness if its hit points are raised above 0.


Using a Higher-Level Spell Slot:

When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.


Available For: Vitalist

Level 6

Homebrew

Arcane Beacon

6TH ABJURATION

Casting Time: 1 action

Range/Area: 60 feet

Components: V, S, M (a small crystal prism)

Duration: Concentration, up to 10 minutes

Description:

You conjure an arcane beacon at a point within range. The beacon radiates an aura of protective energy with the following effects:

  1. Healing Aura:
    At the start of each allied creature’s turn within 30 feet of the beacon, that creature gains temporary hit points equal to 1d8 + your spellcasting ability modifier. These temporary hit points do not stack with other sources of temporary hit points.
  2. Teleportation:
    As a bonus action on their turn, an allied creature within 60 feet of the beacon can teleport to an unoccupied space within 5 feet of the beacon, provided they have line of sight to the beacon.
  3. Beacon Stability:
    The beacon has an AC of 15 and hit points equal to 10 + your Vitalist level. It is immune to poison and psychic damage. If the beacon is destroyed, the spell ends.


Using a Higher-Level Spell Slot:

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the temporary hit points increase by 1d8 for each slot level above 6th.


Available For: Vitalist

Level 7

Homebrew

Arcane Sanctuary

7TH ABJURATION

Casting Time: 1 action

Range/Area: 30 feet

Components: V, S, M (a silver mirror)

Duration: Concentration, up to 10 minutes

Description:

You create a protective dome of shimmering energy centered on a point within range. The dome has a radius of 30 feet and moves with you. Creatures of your choice within the dome have resistance to all damage and advantage on saving throws against spells and magical effects.

While concentrating on this spell, you cannot cast other concentration spells.


Available For: Vitalist

Homebrew

Temporal Mend

7TH TRANSMUTATION

Casting Time: 1 action

Range/Area: 30 feet

Components: V, S, M (a silver mirror)

Duration: Concentration, up to 10 minutes

Description:

You manipulate time to restore a creature to a healthier state. For the duration, the creature regains hit points equal to 3d10 at the start of its turn and has advantage on saving throws against death and exhaustion. If concentration ends prematurely, the target takes 1 level of exhaustion.


Available For: Vitalist

Level 8

Homebrew

Temporal Shelter

8TH TRANSMUTATION

Casting Time: 1 action

Range/Area: 60 feet

Components: V, S

Duration: 1 minute

Description:

You manipulate the flow of time to protect up to six creatures of your choice within range. For the duration, the affected creatures cannot be targeted by attacks of opportunity, and at the start of each of their turns, they regain 10 hit points.


Available For: Vitalist

Level 9

Homebrew

Arcane Apotheosis

9TH ABJURATION

Casting Time: 1 action

Range/Area: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute

Description:

You unleash the pinnacle of your arcane healing. Choose up to six creatures within range. Each target regains hit points equal to 50 + your spellcasting ability modifier, is cured of all conditions, and has resistance to all damage types for the duration.


Available For: Vitalist

Homebrew

Apex Restoration

9TH TRANSMUTATION

Casting Time: 1 action

Range/Area: Touch

Components: V, S, M (a gem worth 500 gp, consumed)

Duration: Instantaneous

Description:

You touch a creature, restoring it to its peak condition. The target regains all its hit points, is cured of all diseases and conditions, and is restored to its maximum ability score values if they have been reduced. If the target has been dead no longer than 10 minutes, this spell revives them without consuming the material component.


Available For: Vitalist

Details

Vitalist Feats

Here are some custom feats tailored specifically to the Vitalist class. These feats are designed specifically to fit with this unique class and further distinguish it. They are broken up in to Origin, General, and Epic Boons as shown in the Players Handbook.

Origin Feats

Homebrew

Arcane Mend Adept

ORIGIN

Your mastery of mending magic extends to intricate and practical applications.

  • When you cast Arcane Mend, you can target mundane objects with minor mechanical or electronic components, restoring them to functional condition (DM's discretion).
  • You can cast Arcane Mend as a bonus action.
  • Once per long rest, you can use Arcane Mend to duplicate a mundane, non-valuable object. The duplicate lasts 24 hours before disintegrating. The object must be simple and non-magical (e.g., utensils, tools, or basic equipment).

Homebrew

Focused Weave

ORIGIN

You excel at targeted healing, ensuring no life force is wasted.

  • Increase your Intelligence score by 1, to a maximum of 20.
  • When you cast a healing spell that restores hit points to a single creature, you can reroll any 1s on the healing dice.
  • Whenever you restore hit points to a creature, you can grant temporary hit points equal to your proficiency bonus. This can only occur once per turn.

Homebrew

Vital Reserve

ORIGIN

You draw upon latent arcane energy to amplify your healing spells.

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • When you cast a healing spell, you can add your Intelligence modifier to the total amount healed.
  • Once per long rest, you can cast a healing spell of 1st level or lower without expending a spell slot.

General Feats

Homebrew

Adaptive Healer

GENERAL

Your versatile magic adapts to the needs of the moment.

  • You learn one spell of your choice from the Vitalist spell list. The spell must be of a level you can cast, and it counts as a Vitalist spell for you.
  • When you cast a healing spell, you can choose one of the following effects:
  • Extend the spell’s range by 30 feet.
  • Reduce the casting time to 1 bonus action if it was 1 action (usable once per long rest).
  • Increase the spell’s healing by your proficiency bonus.

Homebrew

Arcane Stabilizer

GENERAL

You respond swiftly to critical situations, keeping your allies alive against all odds.

  • When you cast a healing spell on a creature at 0 hit points, the creature regains additional hit points equal to twice your Intelligence modifier.
  • As a reaction when a creature you can see within 30 feet would drop to 0 hit points, you can expend a spell slot to grant that creature hit points equal to 1d8 per spell level + your spellcasting modifier.

Homebrew

Aura of Renewal

GENERAL

Prerequisite: Vitalist class

You radiate a field of revitalizing energy.

  • Increase your Intelligence score by 1, to a maximum of 20.
  • As a bonus action, activate an aura that extends 10 feet from you and lasts for 1 minute. Allies in the aura regain hit points equal to your proficiency bonus at the start of each of your turns.
  • Once you use this aura, you can’t do so again until you finish a long rest.

Homebrew

Battlefield Medic

GENERAL

You are adept at moving through chaotic battlefields to provide aid.

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • You can move through the space of a friendly creature without expending extra movement, and you don’t provoke opportunity attacks when moving toward an ally below half hit points.
  • When you take the Dash action, you can heal one ally you pass within 5 feet of for 1d8 hit points (no modifiers added).

Homebrew

Chronomantic Touch

GENERAL

Prerequisite: Vitalist class or access to the Temporal Mend spell

You harness the flow of time to enhance your healing abilities.

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You can cast Temporal Mend once without expending a spell slot. You regain the ability to do so after a long rest.
  • Whenever you use Temporal Mend, the target can immediately move 10 feet without provoking opportunity attacks.

Epic Boons

Homebrew

Harmony of Mind and Magic

EPIC BOON

Prerequisite: Level 19+

Your wisdom amplifies your mastery of arcane healing.

  • Increase your Wisdom score by 1, to a maximum of 30.
  • When you cast a healing spell, you can grant one creature that regains hit points advantage on saving throws until the end of its next turn.
  • If a healing spell affects multiple creatures, you can reroll any number of healing dice and use the new results.

Homebrew

Master of Restoration

EPIC BOON

Prerequisite: Level 19+

You transcend ordinary healing magic, restoring life and vitality beyond mortal limits.

  • When you cast a healing spell, you can choose to maximize all healing dice. Once you use this feature, you can’t do so again until you finish a long rest.
  • As an action, you can cast Mass Heal without expending a spell slot. You can’t use this ability again until you finish a long rest.

Homebrew

Temporal Guardian

EPIC BOON

Prerequisite: Level 19+

Your control over time extends to both healing and defense.

  • You can activate a temporal shield as a reaction, granting all allies within 30 feet resistance to all damage types until the start of your next turn. You can use this ability once per short rest.
  • As a bonus action, you can rewind time for an ally, restoring them to the hit points they had at the end of their last turn. Once you use this ability, you can’t do so again until you finish a long rest.

Subclasses

When you reach level 3, you select a subclass that represents your chosen path in the arcane healing arts. These paths shape the way you practice your magic and the role you take in aiding your allies. Your subclass grants you features at levels 3, 6, 10, and 14.







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