Base Class: Rogue
Pixies need healers too. The combat medic relies on stealth and mobility in order to get around the battlefield to heal allies. Infusing rogue-like combat tactics with fast paced healing techniques, you can fight and help your teammates.
(this subclass can only be obtained by one of the Pixie races)
Tiny Fighter
You are relegated to using only daggers as weapons, being you are a tiny creature. These daggers are smaller than normal daggers, but have the same damage stats as normal ones. You are automatically given the Magic Missile spell.
When using healing spells against Undead or Fiends, you instead deal damage. (weaknesses apply)
Rapid Response
Pixie combat medics have to learn how to fight and heal at the same time. So to accommodate this, you are now able to us an attack and a healing spell in the same action without using up your bonus action. (If you are dual wielding a weapon, you can still use your bonus action for a second strike.)
You MAY compromise however. If you so choose, you may heal for double instead of attacking. (choosing this will use up your bonus action).
Nature's Necessities
Starting at level 3, you can utilize these different types of healing spells as cantrips.
Ranged Heal
You heal a single ally for 1d4 + your level. (healing range is 60 feet)
Healing Touch
You heal a single ally for 2d4 + your level. (must touch an ally for it to be used)
Nature's Boon
Starting at level 9 you gain a boost to your healing capabilities. You now add an additional 1d4 to all of your healing abilities.
In addition, once per short rest, you may spend one action to cast Nature's Boon onto Three allies of your choosing. This surrounds your selected allies in a radiant aura that gives a plus 2 to all attack rolls and saving throws and a plus 2 to AC for the rest of combat. (does not affect damage)
The aura will fade only if it is dispelled, or once combat ends.
Nature's Restoration
Starting at level 13, once per combat encounter, you gain the ability to create a healing zone around you that heals any allies within the zone's radius.
You heal for 3d6 + your level. (All allies within a 30 foot radius)
Nature's Splendor
Starting at level 17, you gain a final boost to your healing capabilities. You now add another additional 1d4 to all of your healing abilities. (OR adds one additional D6 for Nature's Restoration)
And Finally. Actively casting Nature's Splendor grants you the ability to revive one ally if they fail all three death saving throws, and are rendered deceased. Casting this spell takes one full minute to channel and complete, and MUST be started within ten minutes of the creature's passing, otherwise the spell cannot succeed.
Nature's Splendor utilizes so much of your healing power and energy that it cannot be used for a full in game week after completion. Likewise, you take one point of exhaustion until you are able to take a full rest to recover.
Previous Versions
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10/1/2021 5:40:03 AM
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