Shamans, as these Demigods are known by people who respect them, are people who have innate healing abilities- a gift from their divine ancestor
when you pick this feat, you choose any god from the Life Domain to be your ancestor. However, once you gain this feat, you can’t gain another one with the word “Demigod” again. You gain features at the levels listed because of your divine heritage:
1st:
- you gain proficiency with the Healer’s Kit
- when you roll for a Healer’s Kit, roll a D4 and add that to the total.
- when you are hit by an attack that deals Poison or Necrotic damage, you can use your reaction to reduce that damage by 1d12. The die increases by 1 at 3rd, 5th, and 17th levels
3rd:
- you gain resistance to Poison and Necrotic damage
- when you use your Healer’s Kit to revive a humanoid, that creature gains a number of temporary hit points equal to your proficiency bonus
- Once per turn, you can use an Action to heal yourself for 2d12 hit points. The number of dice increases by 1 at 5th and 17th levels. At 5th level, you instead can use your Bonus Action instead. At 17th level, you can use either your Action or Bonus Action.
5th:
- when you use your Healer’s Kit to revive a humanoid, that creature gains resistance to Poison and Necrotic damage, and they gain a bonus to Death and Constitution saving throws equal to your Constitution modifier until the next Dawn. If you use your Healers kit on the same creature for a month, this effect is permanent. If someone else uses their Healer’s Kit on the creature, the amount of days needed to make this effect permanent increases by 1
- You gain a bonus to Death and Constitution saving throws equal to your Constitution modifier
17th:
- when you use your Healer’s Kit to revive a humanoid, that creature instead gains immunity to Poison and Necrotic damage, and they have advantage on Death and Constitution saving throws until the next Dawn. If you use your Healers kit on the same creature for a week, this effect is permanent. If someone else uses their Healer’s Kit on the creature, the amount of days needed to make this effect permanent increases by 1
- you have advantage on Death and Constitution saving throws
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