Base Class: Fighter
The Curator is a warrior who has dedicated their life not only to the art of war, but to the preservation of life. Trained on the battlefield as a guardian of the wounded, the Curator fights with surgical precision and employs alchemical, medical, and spiritual techniques to keep their companions alive. Where others see war as destruction, the Curator approaches it as a mission of salvation.
Their healing power is deeply rooted in nature itself. Through years of study in botany and herbal lore, the Curator has mastered the use of medicinal plants, salves, and tinctures that accelerate recovery and mend wounds with astonishing speed. With hands as steady as a surgeon’s and instincts honed by countless battles, they apply their remedies mid-combat with unmatched grace and efficiency. Each poultice and potion is not merely a tool, but a testament to their reverence for life and the natural world.
To fight alongside a Curator is to walk the edge of death with a lifeline always within reach—an ally whose strength lies not only in steel, but in the wisdom of the earth.
Level 3: Spellcasting
You have learned to cast spells.
Cantrips. You know two cantrips of your choice from the Druid spell list. Whenever you gain a Fighter level, you can replace one of these cantrips with another cantrip of your choice from the Druid spell list.
When you reach Fighter level 10, you learn another Druid cantrip of your choice.
Spell Slots. The Curator Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
| —Spell Slots per Spell Level— | |||||
|---|---|---|---|---|---|
| Fighter Level | Spells Prepared | 1 | 2 | 3 | 4 |
| 3 | 3 | 2 | — | — | — |
| 4 | 4 | 3 | — | — | — |
| 5 | 4 | 3 | — | — | — |
| 6 | 4 | 3 | — | — | — |
| 7 | 5 | 4 | 2 | — | — |
| 8 | 6 | 4 | 2 | — | — |
| 9 | 6 | 4 | 2 | — | — |
| 10 | 7 | 4 | 3 | — | — |
| 11 | 8 | 4 | 3 | — | — |
| 12 | 8 | 4 | 3 | — | — |
| 13 | 9 | 4 | 3 | 2 | — |
| 14 | 10 | 4 | 3 | 2 | — |
| 15 | 10 | 4 | 3 | 2 | — |
| 16 | 11 | 4 | 3 | 3 | — |
| 17 | 11 | 4 | 3 | 3 | — |
| 18 | 11 | 4 | 3 | 3 | — |
| 19 | 12 | 4 | 3 | 3 | 1 |
| 20 | 13 | 4 | 3 | 3 | 1 |
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list.
The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Curator Spellcasting table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Fighter, your list of prepared spells can include five Druid spells of levels 1 and 2 in any combination.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells with other Druid spells for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your Druid spells.
Spellcasting Focus. You can use an Healer's Kit as a Spellcasting Focus for your Druid spells.
Level 3: Emergency rescue
As a Bonus Action, you can double your movement to reach a bloodied or unconscious creature, when you do so, you can't provoke opportunity attack.
As a part of the same action you can use an Healer’s Kit to heal 1d10 Hit Points.
You Can use this feature a number of times equal to your Wisdom Modifier per Short Rest.
Level 7: Split the Wounds
The Curator has developed an advanced technique that allows them to absorb the wounds of an ally through direct contact, transferring pain and damage onto themselves to preserve another’s life.
Effect:
As an action, you can touch a creature within 5 feet and absorb a portion of its recent damage. You may transfer a number of hit points equal to the damage taken, up to a maximum of your current hit points minus 1.
• The absorbed damage is removed from the target and dealt to you instead.
• You cannot use this ability if you have only 1 hit point remaining.
• The transferred damage bypasses resistances and immunities.
Usage:
You can use this ability a number of times equal to your Wisdom modifier (minimum of once) per long rest.
Level 10: Electric shock
The Curator has mastered an extreme technique—a surge of bioelectric energy channeled through conductive herbs and bodily focus. With a single charged touch, they can restart a fallen ally’s heart and bring them back from the brink of death.
Effect:
Once per long rest, you can use an action to touch a creature that has died within the last 10 minutes.
• The creature returns to life with 1 hit point and regains consciousness immediately.
• This ability does not restore missing limbs or remove curses, diseases, or magical death effects.
• After using Electric Shock, you suffer 2 level of exhaustion due to the intense strain.
Requirements:
• The target must be within 5 feet.
• Cannot be used on creatures killed by disintegration, undeath, or effects that prevent resurrection.
Level 15: Vitality Field
The Curator releases a pulsing botanical aura that spreads within a 30-foot radius, infusing allies with life force and linking them through a shared bond of resilience. Invisible roots weave beneath their feet, distributing pain and reinforcing their vitality.
Effect:
As an action, you activate Sap Vitality Field, which lasts for 1 minute or until you lose concentration (as if concentrating on a spell). When activated:
• You and all allies within 30 feet gain temporary hit points equal to 3d10 + your Wisdom modifier.
• While the field is active, whenever an ally within range takes damage, they may choose to split that damage with you.
• The damage is divided evenly (rounded down), and you take your portion ignoring resistances.
• You can only absorb damage if you have more than 1 hit point remaining.
Usage:
Once per Short rest.
Level 18: Heart of the Root
At this stage, the Curator becomes the living embodiment of nature’s protective will—a conduit between the earth’s healing power and the courage of warriors. By activating Heart of the Root, the Curator sacrifices part of their own essence to create a natural field that heals, shields, and binds allies in a shared pact of survival.
Effect:
Once per long rest, you can use an action to activate Heart of the Root, which lasts for 1 minute and requires concentration.
While active:
• All allies within 60 feet gain resistance to all damage.
• At the start of each of their turns, they regain 1d10 + your Wisdom modifier hit points.
• If an ally within range takes damage that would reduce them to 0 hit points, you may use your reaction to absorb that damage instead, up to a maximum of your current hit points minus 1.
• At the end of the duration, you suffer 2 level of exhaustion and lose all temporary hit points.







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