Warlock
Base Class: Warlock

Many choose to study Medicine in a more direct path and can attention that way, others serve in temples and act as a vessel for the Gods themselves. Some are blessed from a young age with the miraculous healing abilities, hand picked by their Deity to do great things in the years to come.

Level 3: Healing Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Celestial Spells table, you thereafter always have the listed spells prepared.

Healing Spells

Warlock Level

Spells

 

 

3rd

Bless,  Sanctuary,  Goodberry, Protection from Poison, Prayer of Healing

5th

Beacon of Hope, Remove Curse, Mass Healing Word

7th

Death Ward, Resilient Sphere, Guardian of Faith

9th

Greater Restoration, Contagion, Mass Cure Wounds



Level 3: Healing Light and Gifted Healer

You gain the ability to channel celestial energy to heal wounds. You have a pool of d6s to fuel this healing. The number of dice in the pool equals 1 plus your Warlock level.

As a Bonus Action, you can heal one creature you can see within 60 feet of yourself, expending dice from the pool. The maximum number of dice you can expend at once equals your Charisma modifier (minimum of one die). Roll the dice you expend, and restore a number of Hit Points equal to the roll’s total. Your pool regains all expended dice when you finish a Long Rest.

Gifted Healer

Whenever you use a spell to restore hit points to a creature, the creature regains additional hit points equal to your Charisma modifier plus Proficiency Bonus.

If you've selected proficiency in Medicine, you gain Expertise in this field.

In addition, you learn the spare the dying cantrip, which doesn’t count against the number of warlock cantrips you know. 

Level 6: PROTECT THE HEALER and DIVINE DIAGNOSIS

Protect the Healer!

Starting at 6th level, as a reaction you can subtract your Wisdom modifier total from an attack roll made against you. 

This can be used three times per long rest.

DIVINE DIAGNOSIS

you gain the ability to magically detect and diagnose ailments you encounter. As an action you can present your holy symbol and allow it to guide you towards a hidden source of poison, diseases or illness within 30 feet that isn't protected from divination magic. The sense does not inform you about the nature of the ailment you are tracking.

If you are diagnosing a patient and make physical contact ROLL A MEDICINE OR RELIGION CHECK DC 18;  will be able to detect the exact nature, down to the name and the side effects, of any poison, illness or curse that is ailing them. You have advantage on any check in thinking or recalling medicine within a week of the first use.

You can use this feature a number of times equal to 3 times per long rest.

You regain all expended uses when you finish a long rest.

Level 10: A Friend in Need...

When you or an ally you can see within 15 feet suffers from something that requires a Constitution save you have the ability to grant a blessing that gives advantage. If saved they will become choose type the damage type ONLY A SINGLE DAMAGE TYPE- or if it is a status effect; next save they make can be at advantage for 1 minute.

Level 14: Divine Restoration

As your power grows you begin to channel Divine Light in such a way that Material and Somatic components are no longer needed when using the spell Revivify, Raise the Dead or Resurrection.

Once used this feature cannot be accessed again for 1d8 +5 days.

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