Base Class: Barbarian
You have great expertise and practice in taking care of the wounded, yourself included, and the anger you feel at those who would cause harm to your allies only strengthens your desire to protect and heal them.
Ancient Medicine
The spirits of nature have granted you the knowledge necessary to restore a creature’s fortitude. Starting at 3rd level, you have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to half your Barbarian level, rounded down, times five. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralise one poison affecting it. You can cure multiple diseases and neutralise multiple poisons with a single use of Ancient Medicine, expending hit points separately for each one. This feature has no effect on undead and constructs.
Furious Rejuvenation
Also at 3rd level, when you are raging, you can use a bonus action to grant you or a creature that you can see within 30ft of you temporary hit points equal to your Medicine skill modifier. This feature has no effect on undead or constructs. These temporary hit points expire after 1 minute. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), and regain expended uses when you finish a short or long rest.
Life Giver's Protection
Starting at 10th level, when an ally within 5 feet of you takes damage, you can use your Ancient Medicine feature on that creature as a reaction. You can only use an amount of hit points from your pool equal to your Medicine skill modifier.
Restore Spirit
You can beseech the primal spirits you draw your power from to collect a creature’s soul and return it to its body. At 10th level, you learn to cast the Revivify spell without using material components. When you do so, you take two levels of exhaustion that can only be removed by a long rest.
Primal Ward
At 14th level, when you are raging, you can use your action to activate your Primal Ward. When you do, each creature within 30 feet of you that you choose becomes protected by your Primal Ward. A warded creature gains temporary hit points equal to 2d6 + your Medicine skill modifier; while a creature has these temporary hit points, they also have resistance to bludgeoning, piercing and slashing damage. The temporary hit points disappear after one minute or if you leave your rage. Once you have used this feature, you can’t use it again until you finish a short or long rest.
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