The fifth Placement. Rejuvenators use their abilities to help the wounded and increase their performance.
hit dice:
1d8
hit points at 1st level:
8 + CON
hit points at higher levels:
1d8 + CON per level after 1st
armor proficiencies:
Light
weapon proficiencies:
*backstory*
tools:
*backstory*
saving throws:
CHA, WIS
skills:
*backstory* + Medicine and Survival
starting equipment:
*backstory*
spellcasting:
*backstory*
class features:
Option to switch healing to damage.
subclass options:
Revengeance: Uses violence to attain peace. Applies Berserk buff: Gives advantage to Strength and attack rolls. Gives disadvantage to Wisdom and Intelligence saves. Only action available is attack. Lasts for 1d4 rounds. Taking damage removes it. Can be used WIS/CHA per long rest.
Second Level: Taking damage no longer removes it. Gain max damage next round after receiving damage.
Final Level: When someone with the Berserk status drops to 0 HP, they roll a DC 10 Con. If it succeeds, the health is put to 1 HP. Repeating this adds a 5 to the DC. This resets after the status wears off.
Status Modifier: Gives buffs and debuffs. Buff gives a 1d4 to any roll. Debuff subtracts a 1d4 to any roll. Can be used WIS per short rest.
Second Level: Buff gives you advantage on an attack roll. Debuff gives disadvantage to an attack roll.
Final Level: Upgraded buffs and debuffs. Buff gives a 1d6 to any roll. Debuff subtracts a 1d6 to any roll. Can be used WIS + CHA per short rest.
Limit Breaker: Go beyond! Gives a target 2d8 temporary HP. Usable WIS per long rest.
Second Level: Gives 3d8 temporary HP and an extra attack on their next turn.
Final Level: Gives 4d8 temporary HP, gives an extra attack and advantage on the next turn.
Level | Abilities |
---|
1 | Basic Heal: Heals 1d6. Can be used CHA + 2 per short rest. Healing Knowledge |
2 | Passive Health: Gain 1 HP after each turn. |
3 | Gain access to Subclass |
4 | Ability Score Increase |
5 | Racial Awakening: You feel your body change. Hidden race attributes are unlocked. Second Level of Subclass has been unlocked. |
6 | Group Heal: Heal a group (maximum 10) 1d6. |
7 | Advanced Healing Knowledge |
8 | Ability Score Increase |
9 | Debuff Heal: Removes all debuffs from a target (Poison, Burn, Bleed, Frost). Can be used CHA per short rest. |
10 | Aure Awakening: The energy flows through you. The essence of life circulates. Increase WIS and CHA scores by two, gain expertise on Medicine, you can add your WIS or CHA modifier to your healing rolls. |
11 | Last level of Subclass has been unlocked. |
12 | Ability Score Increase |
13 | Improved Passive Heal: Gain 8 HP after each turn. |
14 | Improved Heal: Heals 2d8. Can be used CHA + 3 per short rest. |
15 | Superior Healing Knowledge, Mass Heal: Heal a mass of people (maximum 30) 1d8. |
16 | Ability Score Improvement |
17 | Superior Passive Heal: Gain 15 HP after each turn. |
18 | Supreme Heal: Fully heals a target and removes all debuffs. Target gains immunity to all damage for one round after this. Can be used once per long rest |
19 | Ability Score Improvement |
20 | Gain expertise on all wisdom skills, Permanent advantage to Healing, all healing items and spells used by you or those around you heal for max dice. Supreme Heal can be used two times. |