Healer

Novice Talents

Aid

You magically bolster your allies’ toughness and resolve

Cost
2 Mana
Range
30 feet
Target
Up to three creatures you can see within range
Duration
8 hours

Your target’s maximum and current health both increase by 2d6.

When this spell ends, your target’s maximum health returns to normal, but their current health doesn’t decrease.

Heightened

For each +1 Mana, your target’s maximum and current health both increase by an additional 1d6.

Bless

You bless your allies with good fortune and protection

Cost
1 Mana
Range
30 feet
Target
Up to three creatures you can see within range
Duration
Sustained, up to 1 minute

Whenever your target makes an attack roll, they can add 1d4 to their result. Whenever they are the target of an attack, they can add 1d4 to their DC against the attack.

Heightened

For each +1 Mana, you target one additional creature.

Enhance Ability

You enhance your target’s attribute, helping them out of combat

Cost
2 Mana
Range
30 feet
Duration
1 hour

Choose an attribute. Your target has advantage on die rolls with that attribute other than attack rolls.

Heightened

For each +1 Mana, you can target another creature within range.

Exorcise

You rebuke a spirit, damaging it and forcing it to free

Cost
1 Mana
Range
60 feet
Requirements
Your target is a Spirit creature
Duration
Varies

Make a Magic attack roll against your target’s Spirit DC.

Critical Success
Your target takes 4d10 damage and is terrified for 1 minute
Success
Your target takes 4d10 damage and is terrified until the end of their next turn
Failure
Half damage

Heightened

For each +1 Mana, the damage increases by 2d10.

If you add +3 Mana, this spell loses its range and gains an area of a 30-foot emanation.

Guiding Bolt

You shoot a bolt of light at an enemy, highlighting their weak points

Cost
0 Mana
Range
120 feet
Duration
1 minute

Make a Magic attack roll against your target’s Defense.

Success
Your target takes 1d6 damage

Whether or not this attack succeeds, your target glitters with light, shining dim light out to 10 feet. The next attack roll against your target has advantage.

Heightened

For each +1 Mana, the damage increases by 2d6.

Heal

You restore a creature’s health and cure diseases

Cost
1 Mana
Target
One creature you can reach

Your target heals 5 health and is cured of any nonmagical diseases. If your target is an Outsider or an Undead, they instead take 4d6 Radiant damage.

Heightened

For each +1 Mana, the healing increases by 5 and the damage increases by 2d6.

If you add +3 Mana, this spell loses its range and gains an area of a 30-foot emanation.

Restorative Magic

You heal a creature that you affect with another spell

Trigger
You cast a spell
Target
One creature targeted by the triggering spell

Your target heals an amount equal to twice the cost of the triggering spell.

Smite Evil

You punish an evil target with powerful radiant energy

Cost
1 Mana
Trigger
You succeed on a Strike
Target
One target of your Strike

Your target takes 2d6 damage. If your target is an Outsider or an Undead, this damage is doubled.

If your Strike was a ranged Strike, the damage dice are d4s instead of d6s.

Heightened

For each +1 Mana, the damage increases by 2d6.

Veteran Talents

Crusader's Mantle

You radiate holy power, awakening boldness in your allies

Cost
3 Mana
Area
30-foot emanation, which follows you for the duration
Duration
1 minute

Whenever a friendly creature in the area (including you) succeeds on a Strike, they deal an extra 1d6 damage.

Heightened

For each +3 Mana, the damage bonus increases by 1d6.

Daylight

You cover an area in bright light that illuminates and blinds enemies

Cost
3 Mana
Range
120 feet
Area
60-foot burst
Duration
1 hour, or until you decide to end it

The spell’s area is filled with sunlight. It shines bright light out to a distance of 60 feet and dim light out to a distance of 120 feet.

You can use the Blinding Light, Sunbeam, and Warding Light powers.

Heightened

For each +1 Mana, the radius of the burst increases by 20 feet.

Blinding Light

Target
One creature in the area of Daylight
Duration
Varies

Make a Magic attack roll against your target’s Strength DC.

Critical Success
Your target is blinded for 1 minute
Success
Your target is blinded until the end of their next turn
Failure
Your target is dazzled until the end of their next turn

Sunbeam

Target
One creature in the area of Daylight

Make a Magic attack roll against your target’s Strength DC.

Success
Your target takes 4d6 damage

Warding Light

Target
One creature in the area of Daylight
Trigger
An enemy attacks your target

The triggering attack has disadvantage.

Healing Spirit

You summon a radiant spirit that guards an area for you

Cost
3 Mana
Range
120 feet
Area
30-foot burst
Duration
Sustained, up to 1 minute

You can use the Healing Wave power.

As an optional rule, the Healing Wave power can’t heal targets to higher health than they were at the start of your last turn. The GM should enforce this rule if players try to abuse Healing Spirit out of combat.

Heightened

For each +2 Mana, the healing and damage each increase by 1d6.

Revivify

You revive a recently-deceased creature, returning them to life

Cost
3 Mana
Target
One dead creature you can reach
Requirements
Your target died within the last 10 minutes

Your target returns to life with 0 health and 4 fatigue.

Heightened

For each +1 Mana, the time limit since your target died is doubled.

Sacred Spell

You channel divine energy to greatly buff a spell you cast

Trigger
You cast a spell
Requirements
Either the triggering spell is a Healer spell or it doesn’t deal damage

The triggering spell has -2 cost.

Master Talents

Consecrate

You imbue an area with sacred magic that affects creatures inside

Cost
6 Mana
Range
30 feet
Area
60-foot burst
Duration
Forever

Choose two effects from the list below. You can choose for each effect to include or exclude certain types of creatures, such as creatures that follow a specific diety or creatures of a specific race. Your GM may let you make up your own effects.

If an effect asks for a roll, a creature can only attempt the roll once per turn. On a success, the creature is immune to that effect for an hour.

Binding. Creatures must succeed on a Spirit roll to leave the area.

Courage. Creatures in the area are immune to Fear effects.

Destruction. Creatures in the area take 2d6 Radiant damage at the start of each of their turns.

Exclusion. Creatures must succeed on a Spirit roll to enter the area.

Fear. Creatures in the area must succeed on a Spirit roll or be terrified of the area.

Hinderance. Creatures in the area must succeed on a Spirit roll or be dazzled.

Protection. Creatures in the area have 10 Shield against one damage type.

Vulnerability. Creatures in the area have 10 Weakness against one damage type.

Heightened

For each +2 Mana, you can choose another effect.

Holy Aura

You shine with an aura that protects all your allies from harm

Cost
8 Mana
Area
30-foot emanation, which follows you for the duration
Duration
Sustained, up to 1 minute

Attacks have disadvantage against your allies in the area (including you).

When you use this power, choose one of the following effects.

Hope. Your allies in the area are immune to harmful Emotion effects.

Purity. Your allies in the area have 10 Toxic Shield and 10 Necrotic Shield.

Vitality. At the start of each of your turns, your allies in the area heal 1d6 health.

Heightened

For each +2 Mana, you can choose another effect.

Panacea

Your healing cures a creature of any and all negative conditions

Prerequisites
Heal

When you use your Heal power on a willing creature, you learn all powers currently affecting your target, and you can immediately end any number of those powers.

Epic Talents

Ribbons

Blessed Healer

Your healing spells heal you as well when you cast them on others

Whenever you cast a Healing spell, you heal health equal to the spell’s cost.

Ceremony

You can perform a variety of magical religious ceremonies

You can perform any of the following ceremonies. Each ceremony takes an hour to complete. After a creature benefits from a ceremony, they can’t gain the same benefit again for a year.

Bless Water. You transform water into holy water. Covering a creature in holy water deals 0 Radiant damage to it. Thus holy water is safe for normal people, but dangerous for creatures that have Radiant Weakness, like Outsider and Undead creatures.

Dedication. You accept a person who dedicates themselves to your religion. Once in the next week, your target can reroll one die roll they make.

Funeral Rite. You bless a soul and send it to heaven. A corpse you target can never become an undead, or an undead you target passes on peacefully to heaven.

Wedding. You marry two or more willing adults. For the next week, each target has a +1 bonus to all their attribute DCs.

Gentle Affect

You appear generally peaceful and nonthreatening to others

Other people intially judge you as gentle, peaceful, and kindly. This usually makes people more likely to trust and like you, and less likely to believe you’re capable of violence.

Light

You cause an object to shine bright light like a torch

Cost
0 Mana
Target
An unattended object you can reach
Duration
8 hours

Your target shines bright light in all directions. The light is as bright as a torch, illuminating the area within 30 feet.

Heightened

For each +1 Mana, the radius of illumination increases by 30 feet.

Sanctuary

You’re hard to hurt while you don’t attack your enemies

You have a +2 bonus to Defense and to your Spirit DC. If you use any Attack power, you lose this benefit for the next hour.