As someone who enjoys creating and homebrewing in RPGs, I felt that the class needed a few more abilities to keep it fresh and exciting at higher levels. So I sat down and came up with some new ideas for level 4 and level 5 abilities that would enhance the Healer's repertoire.
Level 4
Mind Cleanse
Range: Touch
Duration: Permanent
I.S.P.: 15
Description: This ability allows the Healer to remove any negative mental effects from a target's mind, such as confusion, fear, or mind control.
Purify Food and Drink
Range: Touch
Duration: Instant
I.S.P.: 6
Description: This ability allows the Healer to purify any food or drink, removing any harmful toxins or poisons. This can be useful in survival situations or when dealing with contaminated supplies.
Group Regeneration
Range: Special
Duration: Instant
I.S.P.: 15
Description: The healer channels their energy into the group, magically accelerating the natural healing process of each person who places a hand on the healer, granting 1d6 Hit points to each person.
Level 5
Vitality Boost
Range: touch
Duration: 8 hours
I.S.P.: 20
Description: The healer imparts a burst of positive energy that invigorates the target, boosting everyone within their 10 feet of them with a bonus +10 hit points, for 8 hours. Please note that if a character only has the bonus HP left at the end of the day and the affect wears off, he will instantly pass out possibly go into the dying state.
Aura of Resistance
Range: Touch
Duration: 1 hour
I.S.P.: 6
Description: The healer imbues the target's body and mind with a radiant aura of resistance, granting them protection against a variety of harmful effects. The target gains a temporary bonus of +2 to save vs. poison, +2 to save vs. disease, +2 to save vs. psionic attack, and +2 to save vs. magic.
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