Base Class: Cleric
Medicine can't progress without innovation. Alchemists specializing in developing healing chemicals and potions might find themselves stuck in the laboratory their whole lives, but a few are brilliant enough to turn weapons of war into healing machines. Using the powerful ranged ability of crossbows and shortbows, archer clerics deliver healing concoctions and deadly poisons to allies and foes.
Talented Alchemist
At 1st level, you gain proficiency in the medicine skill and you gain the ability to modify any arrow or crossbow bolt to suit your casting ability.
Bowstring of Science
Also starting at 1st level, you cast all spells using specially modified arrows or crossbow bolts that do not damage the target. Melee spells are made as though they are ranged.
Whenever you cast a healing spell, you must roll a d20 to see if you hit the intended target. The check is made against the target’s AC as if the creature was an enemy. If you miss the target (but not with a critical fail), you do not use a spell slot.
Critical Heal: on a critical success, you heal the target for the maximum amount of the spell.
Critical Fail: on a critical fail, you lose the spell slot the failed spell was cast at.
You can heal yourself with a spell without making an attack roll to hit.
Spells targeting multiple allies are assumed to be a result of arrows hitting the ground and do not require attack rolls.
Whenever you hit a target with a ranged attack using a crossbow or shortbow, the target takes normal damage and cannot be healed or gain temporary hit points by any means for the duration until the end of your turn.
Fighting Style
At 2nd level, you gain a +2 bonus to attack and to-hit healing rolls you make with ranged weapons.
Channel Divinity: Powered Up
Starting at 2nd level, you can use your Channel Divinity to heal and empower an ally.
As an action, you use a special chemical concoction that can restore a number of hit points equal to five times your cleric level. Choose one creature within 60 feet you to heal. This creature is injected with adrenaline and for the duration of your turn, gains +10 movement speed, and adds your wisdom modifier to their attack and damage rolls.
Rapid Response
Beginning at 6th level, when you cast a spell of 1st level or higher that restores hit points to a creature other than you, you can use a bonus action to cast a 2nd level or lower healing spell on a target.
Deadly Toxin
At 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Chemical Grenade
Starting at 17th level, as an action, you can lob a grenade of powerful mixed chemicals that splashes in a 20-foot radius. The grenade heals all friendly targets for and damages all unfriendly targets for 10d10 hp each. Unfriendly targets must make a dexterity saving throw against your DC to take half damage. Damaged targets cannot be healed until the start of your next turn. This ability can only be once per short rest.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
---|---|---|---|---|---|
9/3/2018 9:24:37 PM
|
9
|
1
|
1.0
|
Coming Soon
|
|
9/3/2018 9:27:52 PM
|
6
|
2
|
--
|
Coming Soon
|
Weak