Class 004 - The Healing Priest

 

Healing Priest(ess)

A healing priest(ess) is devoted follower of her faith. She sees her mission in the world to bring mercy and shelter to the impoverished, harmed and weak. She has been chosen to wield the divine powers of restoration. When she joins a company, she expects to accomplish missions somehow aligned to her faith. She understands adventuring as a pilgrimage to be done in order to satisfy the powers she serves and as a way to cleanse the land of evil and chaos; both from beyond the material plane or the void of abyss.

Adventuring Role: Healer, Buffer and Specialized Striker.

Hit Points: Constitution + 1Maximum HD + Level.

Hit Die: 1d4 recovery per resting hour/healing use.

Martial Capability: Light weapons.

Attack Damage: 1d4 unarmed / 1d6 armed.

Special Talent: Divine Faith.

As a part of a long rest, you can focus the energy in your divine focus and review your prayers in order to channel the divine power of Zeal. At the end of a long rest, you gain half your Wisdom value to points of Zeal; you can accumulate up to your Wisdom value in Zeal. You can use this Zeal to cast spells and/or gain extra features.

Basic Spell: Healing Light. Cure the wounds of an ally calling upon him the restoration power of your faith. Spend X Zeal. Per 1 Zeal use this way, you can restore 2HD + half their level in Hit Points to an ally that is distant or yourself. This can also be used to do radiant damage to undead, demons and abyssal creatures in the same fashion, the difference is the Priest must make a Wisdom attack check.

Equipment

One Main weapon: Pick one divine focus such as a bracelet, ring, medal, cross or artifact. It is the instrument necessary to channel divine magic.

One light weapon: Pick one martial weapon and a light weapon.

Food: 5 day rations.

Miscellaneous: 5 torches, religious uniform of the order, incense to scare evil spirits away, religious book, blank scroll and 2d20 silver.

Leveling Up: As you level up you gain the following benefits.

- Better Maximum HP +1.

- +1 value in Constitution, Wisdom or Charisma on even levels only.

- One class upgrade per level.

Class Upgrades: You can choose a new upgrade or improve one you already have.

  • Celestial Blessings: Gain the blessings of your faith.
    - Against the forces of evil: Promise to always battle evil in all its forms. Become resistant to necrotic damage and effects.
    - Channeled Healing: All healing energy you manifest, leave celestial residues that help you. Every time you heal via spell-casting, you can heal yourself 1HD. You can choose this talent again to gain "Channeled Healing II" and choose a move's distance target each time to be healed instead of you.
    - Crescent Faith: The divine flame in you grows. You can regain 1d4 Zeal in short rests up to three times per day, this does not accumulate with the long rest recovery.
    - Evolving Divinity: Develop the quantity of divine power you can accumulate in your mortal beacon. Gain +4 Zeal maximum. You can choose this talent again to gain "Evolving Divinity II" and gain +8 Zeal maximum .
    - Emanating Shield: When your powers all well channeled, you gain protection from your faith. Once per encounter, on any spell  check with a 1, you gain a shield that absorbs 10 points of damage and it lasts until broken or for 1 minute. You can choose this talent again to gain "Emanating Shield II" to give the shield to an distant ally instead of yourself.
    - Fanatic: Your heart, mind and soul belongs to your cause. Become immune to mind altering effects, except those done under the disguise of your own authority.
    - Light's Ascension: Whenever you defeat in an encounter the undead, demons or abyssals, you feel divinely inspired. Recover 1d4 Zeal points per these type of enemy eliminated. 

  • Conservative Divine: A series of divine spells made to help allies and innocents, and to keep evil at bay.
    - Bless of Might: Chant a discourse of prowess and bestow its legacy on an ally. Spend 1 Zeal. Choose an ally in a movement's distance. Grant that ally advantage on STR checks for 1 minute. One bless can be activated at any time per caster.
    - Bless of Speed: Chant a discourse of alacrity and bestow its legacy on an ally. Spend 1 Zeal. Choose an ally in a movement's distance. Grant that ally advantage on DEX checks for 1 minute. One bless can be activated at any time per caster
    - Bless of Severity: Chant a discourse of prowess and bestow its on an ally. Spend 1 Zeal. Choose an ally in a movement's distance. Grant that ally advantage on CON checks for 1 minute. One bless can be activated at any time per caster
    - Circle of Healing: Claim an area for the manifestation of celestial power. Spend 2+X, minimum 0-maximum 4. Zeal. A movement's distance circle around the caster appears with radiant power. This area heals allies for xd4 and damages enemies for the same at the beginning of each round. The priest must spend an action to maintain this effect. This lasts 1 minute.
    - Intervening Shield: When an ally is in danger, make your portion of divinity intervene to protect her. Spend 2 Zeal. As a buff to one defense, a distant ally receives a shield that absorbs 2d8 points of damage on a defense she fails. Only once per round. This shield banishes at the end of the priest next turn.
    - Purify: Enact a claim of purity over a creature. Spend 2 Zeal. Choose a movement's distance target in a movement's distance, make a Wisdom check and cleanse it from disease, poison or possession. It can also be used to attack incorporeal beings, doing 2d8 radiant damage to them.
    - Radiant Discharge: Invoke the power of your divinity attacking with a radiant manifestation of its anger. Spend 1 Zeal. Choose a distant enemy target, make a Wisdom attack and do 3d6 radiant damage; +1d6 versus the undead, demons and abyssals. 
    - Reveal Evil: Channel a wave of pure energy that creates a cyclone of celestial light around you. Spend 2 Zeal. Make a Wisdom check, on a success, a wave of light reveals all evil creatures in disguise, illusions and dark areas. Enemies are marked by light and cannot sneak, hide, become invisible or disguise themselves for 1 minute.
    - Recovery: Touch an incapacitated ally and make them come back. Spend 2 Zeal. Touch an incapacitated, heal 2HDs and recover 1d4 Constitution, she can stand up again to fight even is she hit 0 Constitution. If a minute has passed, it does not work. You cannot use this when the target is not incapacitated and dying.
    - Sanctuary: Claim yourself a mere messenger of your god, and not to be harm. Spend 2 Zeal. You gain a special aura that forces any attacking creature to surpass your divine power. Make a Wisdom check and make them lose their action on a success, on a failure, you cannot stop that creature again. This lasts 10 minutes.

  • Seminary Studies: Abilities obtained in the years of study.
    - Insight: Advantage on determining the true nature of a peculiar action, predicting what people do and having self-reflections on deep topics.
    - Medicine:
    Advantage on identify apothecary items, provide first aid and long-term care checks.
    - Rhetoric: Advantage on having convincing arguments, negotiating and offering a compromising point of view.
    - Religion: Advantage on checks about understanding and collecting information related to gods, believes, superior and inferior planes, the celestial and the undead.
    - Will: Advantage on saves against mental effects, being forced to do something against your will or losing focus.

  • Holy Ceremonies: Abilities obtained in the years of study.
    - Consecrate Water: You may take any clean water and make it holy by spending 1 hour in prayer concentrating your enemy. This holy water is the size of a small bottle. It can be use to castigate the undead, demons or abyssals as a throwing weapon, doing 3d6 radiant damage. Only one blessed water can bestowed by priests.
    - Mass: With permission of your faith, you may become in charge of giving out a mass to the local people explaining the mission of your quests. Make a Wisdom check, on a success you gain of raising funds, supplies or information from the local religiously aligned people. Can be done only once per year in a location.
    - Shelter from Evil: You can secure a room with celestial power keeping the undead, demons or abyssal away from your group. It requires 10 minutes in prayer and a kilogram of salt to execute the ritual. Make a Wisdom check, on a success, the area is protected for 1 hour from any intervention from these type of enemy creatures.
    - Rested Dawn: As a part of a short rest, you may claim the presence of good spirits and the blessings of your quests. All allies resting in a movement's distance, gain 1HD extra of healing and one ally can recover one ability that requires long rest. This does not benefit any magical practice.
    - End Curse: You may study in a proper religious library a curse bestowed upon a creature, an object or a land. As a development, you will need 10 study successes. This can be done in a couple of hours once per day. When you have completed it, your DM will tell you what is necessary to do to stop it. It may require a sacrifice to one faith, a 1 hour ceremony with special materials, the destruction of the caster or another anomaly.

No comments:

Post a Comment

These rules are based on the Black Hack system.

 This game is a hack based on the use of the Black Hack. I love the system so I give credit to it, I just want to create a pick and play sys...