Base Class: Sorcerer
Your magic affects life itself. Whether the reason you have this magic is excessive life energy within you, the urge to help others or the study of the ways the arcane works with the body, it is clear that your hand can give or take a life; it's just too sad that you have lost your sanity on the way.
Intelligent Healing
Beginning at level 1, since your magical powers come from understanding how life works, you use Intelligence as your spellcasting ability instead of Charisma.
Madness
Bending life to your will comes with a price: you lose some of your own sanity. Beginning on level 1 when you choose this subclass, choose or roll a flaw from the Indefinite Madness list and add it to your "flaws" section in the character description. This form of madness can not be cured.
Healing Magic
Beginning when you choose this subclass at level 1, you gain the ability to give others life energy. You learn the spell Cure Wounds and it counts as a sorcerer spell for you. The spell does not count against your overall number of spells known.
Passive Healing
Your healing powers have grown so strong you are having a difficult time controlling them. When you reach level 6 in this class, during combat, starting after you cast Cure Wounds at any level; you regain hit points equal to your level divided by three (rounded down) at the beginning of each of your turns for a number of rounds equal to the level of Cure Wounds that you cast unless you are unconscious.
For example: If you are a level 9 sorcerer and you cast Cure Wounds using a 4th level spell slot, you regain 3 hit points at the beginning of each of your turns for 4 rounds.
Cure Wounds Improvement.
When you reach the 6th level with this class, your healing powers become much better, allowing you to heal extra points with each casting of Cure Wounds. Whenever you cast Cure Wounds, you can spend 1 sorcery point roll an additional d4 of healing per spell level.
This die increases to d6 when you reach level 14 and to d8 when you reach level 18.
Overheal
When you reach level 14 in this class, your healing is so powerful it can give creatures excess life. Whenever you cast Cure Wounds on a creature, if the spell has excess healing left after healing them to their hit point maximum, they gain the rest of the healing points as temporary hit points.
Passive Healing Improvement
When you reach 14th level in this class, your uncontrolled healing powers have increased so much they now affect others around you. Whenever you gain hit points from your Passive Healing feature, any ally within 20 ft. of you gains the same amount of hit points as you do. This feature is also affected by your Overheal feature.
Übercharge
Your healing powers stored within you sometimes burst out with great power. When you reach level 18 in this class, on the last turn of your Passive Healing effect, you can spend 5 sorcery points to apply one of the following effects:
- Übercharge: You and the person you last cast the spell Cure Wounds on gain immunity to all damage types until the end of your next turn.
- Kritzkrieg: You and the person you last cast the spell Cure Wounds on gain advantage on all your attack rolls. Saves against spells you cast are made with disadvantage.
- Quick-Fix: You and the person you last cast the spell Cure Wounds on gain condition immunities for the following conditions until the end of your next turn. : Stunned, Grappled, Paralyzed, Petrified and Restrained. In addition, if you use a healing spell during that duration, the healing points increase by 3x.
- Vaccinate: You and up to four other allies gain a bonus equal to 1+your spellcasting ability modifier to your AC.
Love it, and yes Federico, ill check it out
This is so cool.
By the way, i made a Heavy inspired Barbarian subclass. Check it out, it's called Heavy Weapons Guy.
Really cool!