Base Class: Rogue
At the heart of this class lies a profound connection to the vibrant pulse of life itself. Life Wardens channel the unseen energies that weave through all living things, using this essence to heal, empower, and protect. Their Lifespring dice represent this energy—a wellspring of vitality tapped through intuition and grace.
Level 3: Life Spring Dice
You gain Lifespring dice, a pool of d6s equal to twice your proficiency bonus. You can’t use powers that require dice if none remain. You regain all expended dice on a long rest.
Once per long rest, you may use a Lifespring power without expending a die. As a bonus action, you can regain one spent die (usable once per long or short rest).
- Channel Life: As a bonus action, choose an ally within 40 feet. Roll your Sneak Attack dice and restore hit points equal to half the total rolled.
- Natural Connection: Expend a Lifespring die to roll Survival, Animal Handling, Medicine, or Nature with advantage. If you fail, the die isn’t spent.
Level 9: Swift Current
You gain an extra bonus action each round and one additional use of your Lifespring powers.
- Stride: As a bonus action, expend one Lifespring die to teleport 30 ft or teleport an ally within 30 ft next to you.
Level 13: Natural Cure
You gain resistance to necrotic and poison. Additionally, you gain additional powers that use your Life Spring:
Lesser Restoration: As an action, you expend one Lifespring die and cast lesser restoration.
Greater Restoration: As an action, you expend two Lifespring die and cast greater restoration.
Level 17: Lifebonded Reflex
Once per turn, when a creature within 30 feet takes damage, you can use your reaction to teleport to an unoccupied space within 5 feet of it. Roll your Sneak Attack dice and reduce the damage that creature takes by the total rolled.
You can use this reaction a number of times equal to your Dexterity modifier (minimum 1). You regain all uses on a long rest.
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