Base Class: Ranger
You have been trained by the elder druids and rangers to imbue your arrows with primal healing magic.
Invigorating Strike
At 3rd level, you gain the ability to channel primal energy to heal wounds through your arrows. You have a pool of d4s that you spend to fuel this healing. The number of dice in the pool equals 1 + your ranger level.
Once per turn when you take the attack action, you can choose to forgo one attack to instead use a healing arrow to mend the wounds of a creature of your choice within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Dexterity modifier (minimum of one die). Roll the dice you spend, add them together plus your Wisdom modifier, and restore a number of hit points equal to the total.
Your pool regains all expended dice when you finish a long rest.
Hunter's Sense
At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Invigorating Burst
At 7th level, you gain the ability to heal multiple targets with your Invigorating Strike feature.
When you choose to use your Invigorating Strike feature, you can target a point you can see within 60 feet instead of one creature, dividing the number of dice expended between each creature in a 5-foot radius. The maximum number of dice you can spend at once equals your Dexterity modifier (minimum of one die). Roll the dice you spend for each creature, add them together plus your Wisdom modifier, and restore a number of hit points equal to the total.
Undying Sentinel
Starting at 11th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.
Dire Invigoration
At 15th level, your quick thinking allows you to heal your allies in the most dire situations.
When an ally you can see within 60 feet of you drops to 0 hit points, you can use your reaction to use one of your Invigorating Shots on that ally. You can use this feature a number of times equal to your Dexterity modifier per long rest.
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