Barbarian
Base Class: Barbarian

Adept in the traditions of being a Barbarian, those who follow the path of the Healer have adept skills to ensure their fellow allies can last through a fight. All Barbarians have a rage beneath themselves but this subclass proves there is more to a barbarian than their prowess for combat. 

The Gift of Healing

Starting when you choose this path at the 3rd level, you gain proficiency with the herbalism kit. 

Additionally, you gain proficiency in the medicine skill check. 

Blessed by the Gods

Designated healer whether in your party, town, or village, you try to keep everyone healthy and alive. Beginning at 3rd level, you have a pool of healing power gifted to you by the old gods. This pool replenishes after you finish a long rest. With that pool, you can restore a total number of hit points equal to three times your barbarian level + constitution modifier. 

As a bonus action, you can touch a creature and draw power from the pool to restore several hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 6 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature does not affect undead and constructs.

Granting Spare Life Points

Beginning at 6th level, as an action, you can grant 1d6+2 temporary hit points to yourself or another creature within 5ft. You gain an additional +2 to the hit point for every level reached for Barbarian. 

You can use this feature a number of times equal to your proficiency bonus, regaining expended uses when you finish a long rest.

This feature does not have any effect on undead and constructs.

Saving a Life

Beginning at 10th level, as an action, you can take 40 necrotic damage, which can't be prevented or reduced, and which ignores temporary hit points, and spend 20 hit points from your healing pool to bring a creature you touch back to life with 1 hit point. You must do this within 10 minutes of the creature dying. You can use this feature if you have less than 40 hit points remaining. If you do, you immediately begin dying and automatically fail 1 death saving throw. Additionally, you can cast greater restoration without expending a spell slot by expending 20 hit points from your healing pool.

This feature has no effect on undead and constructs.

Death's Mortal Enemy

At 14th level, you can touch a living creature as an action and spend 15 hit points from your healing pool, and grant it protection from death for 1 hour. For every 10 additional hit points you spend, the protection lasts for 1 additional hour. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the protection ends. If this protection is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the protection ends.

This feature has no effect on undead and constructs.

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