2016/09/04

Healerrior - The Healing Warrior

A player joined our group and asked to play a healing warrior. So we made one. These were the notes:

HD - like thief
Armor & Weapons - like warrior
Spells - like wizard, remove one ... (2nd level) - 3 cantrips, 4 level 1, 2 level 2 - spell slots: 3, 3, 1

Spells cost: 2 hit points, cantrips count as level 1

subtype - rustumani leveller / breaker of chains
no chains,
chosen weapons: hammer and sickle

spells

Now lets turn that into the ... Healerrior?

Class Features:
  • Hit Dice: 3d8
  • Hit Points: 16 + 3 * Con modifier
  • Spells: cost 2 hit points or ability points per spell level, cantrips count as level 1 for cost, rituals vary.
    • Spells Known: 3 cantrips, 4 L1, 2 L2
    • Spell Slots: 3 cantrip, 3 L1, 1 L2
  • Armor proficiency (roll d6): 1: light and shields, 2: light, shields and medium, 3: all organic armors and shields only, 4: all metal armors and shields, 5–6: all armors and shields.
  • Weapon proficiency: all weapons.
  • Tools: healer's kit and (roll d6) 1: barber's kit, 2: herbalist's kit, 3: surgeon's kit, 4: scribe's kit, 5: thief's tools, 6: musical instrument (1d4: 1: bongo drums, 2: flute, 3: harmonica, 4: lute).
  • Saving Throws (roll d6): 1–3: Con and Wis, 4: Str and Wis, 5: Str and Con, 6: Dex and Wis.
  • Skills (roll d6 twice): 1: History, 2: Dialectics (Persuasion), 3: Insight (Clairvoyance), 4: Psychological Opiates and Religion, 5–6: Medicine and Opiates.
Class Features:
  • Fighting Style (roll d6): 1: archery (+2 ranged), 2: defense (+1 AC w armor), 3: dueling (+2 dmg with 1h weapon and no shield), 4: great-weapon fighting (reroll 1 and 2 with 2h weapon), 5: protection (reaction to Disadvantage an attack against an adjacent target), 6: two-weapon fighting (add ability mod to second attack damage).
  • Forbidden Weapons by the Grace of Reason and Faith (roll d6): 1: blunt weapons, 2: edged weapons, 3: chain weapons, 4: ranged weapons, 5: melee weapons, 6: magic weapons.
  • Chosen Weapons (roll d6): 1: hammers and sickles, 2: quarterstaffs, 3: swords, 4: pistols, 5: great axes, 6: scythes and polearms — grant (roll d4): 1: +2 to hit, 2: +1 AC, 3: +2 to damage, 4: greater critical range (19–20).
  • Healing (roll d6): 1: kiss, 2: touch, 3: whisper, 4: bite, 5: strike, 6: blood. Functions as Lay on Hands (PHB p.84), restore 15hp per long rest. Neutralize poison or disease = 5 hp.
  • Second Wind: self heal for 1d10+3 hp once per short rest.
  • Action Surge: take additional action 1/turn, use twice per short rest.
Level Up (roll d20):
  1. +1 proficiency,
  2. gain 2 hp,
  3. gain 2 hp,
  4. gain 3 hp,
  5. gain 3 hp,
  6. +1 cantrip spell slot
  7. improve 1 ability score by 1,
  8. improve 1 ability score by 1,
  9. extra attack,
  10. gain +1 L1 spell slot,
  11. gain +5 to healing pool,
  12. learn new skill or become expert in existing skill,
  13. learn new weapon,
  14. gain +2 to hit with existing weapon,
  15. d6: 1–4: +1 level 2 spell slot, 5–6: +1 level 3 spell slot
  16. gain +1 AC with armor type (light, medium or heavy)
  17. gain one feat (see PHB),
  18. improve 1 ability score by 2
  19. healthy as a mule, gain advantage on all saves vs. poison and magical disease, gain immunity to regular disease,
  20. healing discharge: every time you use a healing spell, an additional 2 + spell level hit points are restored to you or another adjacent creature of your choice.

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