Healer of Revenge, Variant (5e Class)
Healer of Revenge[edit]
--Introduction-- Healer of Revenge is a divine power class, for some reason they abandoned their belief in the justice system and took the path of revenge. (so edgy)
Play style[edit]
This class is perfect for healers who want to jump right into the frontlines and go toe-to-toe with enemies! They’re agile, adaptable, and can easily hold their own in battle. But don’t forget—while you're throwing punches, your main job is still to keep your teammates in top shape.
Creating a Healer of Revenge[edit]
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Art credit: Artist Name, showing a Healer of Revenge aiming a glowing arrow at an enemy |
When creating a Healer of Revenge, consider what event caused your character to seek vengeance. Was it a betrayal or the loss of a loved one? How do they balance the need to heal and the desire for revenge? Do they focus more on healing their allies or punishing their enemies?
- Quick Build
You can make a Healer of Revenge quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Soldier or Outlander background. Third, choose a longbow and leather armor for your equipment.
Class Features
As a Healer of Revenge you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Healer of Revenge level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Healer of Revenge level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple ranged weapons, martial ranged weapons
Tools: None
Saving Throws: Dexterity, Wisdom
Skills: Choose two from Medicine, Perception, Insight, Stealth, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) (a) a longbow and 20 arrows or (b) a light crossbow and 20 bolts or (b) {{{item1b}}}
- (a) (a) a healer's kit or (b) an explorer's pack or (b) {{{item2b}}}
- (a) (a) leather armor or (b) padded armor or (b) {{{item3b}}}
- (a) (a) two daggers or (b) a handaxe or (b) {{{item4b}}}
- If you are using starting wealth, you have 2d4 x 10 gp in funds.
Level | Proficiency Bonus |
HPL | Cantrips Known | Spells Known | Features | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||||
1st | +2 | 10 | 2 | 2 | Spellcasting Holy Retribution, Psionic Surge, | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | 10 | 2 | 3 | Die Hard, Painful Memories | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | 10 | 2 | 4 | Vital Guard, Path to conclusion | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | 10 | 3 | 5 | Ability Score Improvement | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | 10 | 3 | 5 | Healing+, | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | 10 | 3 | 6 | Giant’s Pulse | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | 10 | 3 | 6 | Path to conclusion, Life Barrier | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | 10 | 3 | 8 | Ability Score Improvement | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | 10 | 4 | 8 | Sanguine Shield | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | 15 | 4 | 10 | Legendary restaurant | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | 15 | 4 | 10 | legendary restaurant | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | 15 | 4 | 10 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | 15 | 5 | 12 | — | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | 15 | 5 | 12 | Path to conclusion,Unbreakable | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | 15 | 5 | 14 | — | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | 15 | 5 | 16 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | 20 | 5 | 17 | Path to conclusion | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | 20 | 5 | 18 | Eternal Spirit | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | 20 | 5 | 20 | Ability Score Improvement | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | 20 | 6 | 22 | — | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting[edit]
At 1st level, you have gained the ability to use magic, and have learned how to bend it to your will.
- Cantrips
At 1st level, you know 1 cantrip of your choice from the wizard spell list, cleric spell list or the Aura Magus Spell List at the bottom of this page. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the aura magus table.
- Spell Slots
The Aura Master Table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these aura Magus spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell magic missile and have a 1st-level and a 2nd-level spell slot available, you can cast magic missile using either slot.
- Spells Known of 1st Level and Higher
You know 2 1st-level spells of your choice from the wizard spell list, cleric spell list and the Aura Magus Spell List.
The Spells Known column of the Aura Magus Table shows when you learn more aura magus spells of your choice from the wizard spell list, cleric spell list or the Aura Magus Spell List. Each of these spells must be of a level where you have spell slots.
Additionally, when you gain a level in this class, you can choose one of the aura magus spells you know and replace it with another spell from your available spell lists, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Wisdom is your spellcasting ability for your aura magus spells, since the power of your magic relies on your intellect. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a aura magus spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
- Spellcasting Focus
You can use any melee martial weapon as a spellcasting focus for your aura magus spells.
HPL[edit]
When you level up, you gain a bonus to your Hit Points (HP) based on your level. To calculate this bonus, take the hit HPL bonus and multiply it by your current level.
Holy Retribution[edit]
At 1st level, You can restore hit points to a creature within touch range for 2d8 hit points. However, you take half of the total restored as damage. The healing increases with your level as follows: 4d8 at 4th level, 6d8 at 7th level, 6d10 at 9th level, 10d10 at 15th level and 10d12 at 18th level.
Psionic Surge[edit]
At 1st level, you may choose to deal radiant or psychic damage to an enemy that you touch. the creature that imposed that condition to make a Constitution saving throw (DC 8 + your proficiency bonus + your Wisdom modifier), or take the damage dealt equals the Holy Retribution dice, receive half when winning. And you must take half the damage that the creature receives.
Die Hard[edit]
At 2st level, you have trained your healing abilities to the point of mastery, making it harder for you to fall in battle. When you would be reduced to 0 hit points, your hit points instead become 1. You can use this ability once per long rest, and twice per long rest starting at 11th level
Vengeful Rejuvenation[edit]
At 2nd level, whenever you restore hit points to a creature, that creature is imbued with vengeful anger. Any creature you restore hit points gain Advantage on all its attack rolls made against a creature that has caused damage to it since its last turn.
Vital Guard[edit]
At 3rd level, you can use your reaction to temporarily increase your or one ally's maximum HP by 1d10 + Wisdom modifier until the end of combat.Upon reaching the 9th level, you can use this ability to stack two tiers
Path to conclusion[edit]
At 3rd level, You must choose your path, the path that will decide your very end. Choose between FullRevenge , Halfmoon rising and redemption all detailed at the end of the class description. Your choice grants you features at 3rd and again at 7th, 11th, 14th, 17th
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Healing+[edit]
At 5rd level, You can use an ability marked with "'Holy Retribution dice"' twice as part of a single action.
Giant’s Pulse[edit]
At 6th level, You maximum HP permanently increases by 10. Additionally, whenever your regain HP through spells, potions, or abilities, they gain temporary HP equal to 5 for 1 minute
Life Barrier[edit]
At 7th level, Once per long rest, you can project a barrier of life energy around yourselves or an ally within 30 feet, increasing max HP by an amount equal to twice the your level for 1 minute.
Sanguine Shield[edit]
At 9th level, you can use an action to create a shield of blood, which provides an AC bonus of +2 and increases their max HP by 20 for 1 minute.
Legendary restaurant[edit]
Beginning at 10th level, you carry yourself like a natural hero or villain, allowing you to use your presence to great effect. You gain proficiency in the Intimidation and Persuasion skills, and your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Legendary restaurant[edit]
At 11th level, you can choose to automatically succeed any mental saving throw you are forced to make. You may use this twice per long rest..
Unbreakable[edit]
At 14th level, Once per short rest, you can enter a state where your max HP doubles for 1 minute. During this time, you also gain temporary immunity to being stunned or paralyzed.
Eternal Spirit[edit]
At 18th level, you can invoke the spirits to permanently increase your max HP by 50 and regenerate 10 HP at the start of each of their turns.
Eternal Spirit[edit]
At 20th level, your mastery of combat and rage has reached its peak, allowing you to call upon the legendary fury of the Blade of Ansbach. When activated, this ability transforms your weapon and you into a devastating force of destruction.
- Activation**: Bonus Action **Duration**: 1 minute (10 rounds)
- Usage**: Once per long rest When you activate *Furious Blade of Ansbach*, the following effects apply for the duration:
- Empowered Strikes**: Your melee weapon attacks deal an additional 3d10 fire damage on each hit. - **Cleave of Fury**: When you hit a target with a melee weapon attack, all creatures within 10 feet of the target take 2d10 force damage.
- Relentless Rage**: When you reduce a creature to 0 hit points, you can immediately make one additional melee attack as part of the same action. -
- Armor-Breaking Force**: Your melee weapon attacks ignore all non-magical armor and resistances.
- Aura of Wrath**: At the start of each of your turns, creatures within 15 feet of you must succeed on a DC 18 Wisdom saving throw or become frightened of you until the end of your next turn. Creatures that succeed on this saving throw are immune to this effect for the next 24 hours.
- Drawback**: Once *Furious Blade of Ansbach* ends, you gain two levels of exhaustion as the intense power and rage drain your body.
- Furious Blade of Ansbach** represents the pinnacle of your class’s ability to channel raw, destructive force. The exhaustion afterward reflects the strain such immense power puts on your body, making it a tactical choice to use at critical moments.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
FullRevenge[edit]
You are shrouded in the flames of wrath. You have abandoned everything for the sole purpose of revenge . Harness the power of chaos to strike down those you deem deserving or any who dare to stand in your way. In the end, after your quest is fulfilled, you hope that life will return to the way it once was.
- Sacrificial Wrath
At 3rd level, You can heal an ally for triple the rolled amount, but take damage equal to half the healing provided. You can use it equal to your proficiency bonus. and you gain Resistant to psychic damage.
- Psionic Surge+
At 3th level, You can extend the range of the [Psionic Surge] to 30 feet, and creature can't save throw to reduce damage anymore.
- Hex of the Siren
At 7th level, You can inflict psychic damage upon a creature simply by making eye contact. The damage you deal can be chosen at will but must be within a two-digit number. However, you will also take the same amount of damage dealt to the creature. The target must make a Charisma saving throw or suffer a randomly assigned condition for 1 turn, determined by rolling a d6: 1 - Blinded, 2 - Deafened, 3 - Frightened, 4 - Incapacitated, 5 - Paralyzed, 6 - Poisoned.
- Hex of the Siren
At 10th level, You can sacrifice a significant amount of your life force to unleash powerful psychic energy. As a bonus action, you can lose hit points equal to half of your max hit point (rounded down) to give yourself to give yourself advantage on your deal 2x on next radiant or psychic damage spell, if that spell need a save throw, the target get disadvantage on save throw.
- Psychic Overload
At 15th level, When a creature fails a saving throw against a spell you cast that deals damage, you can amplify the mental strain. By sacrificing an additional 5 hit points, the target becomes Paralyzed until the end of their next turn.
- Bloodboon
At 20th level, your mastery of blood magic and psychic power reaches its peak, transforming you into a being of pure will and mental dominance, capable of shattering minds at the cost of your own vitality. You unlock two powerful abilities that can shift the course of any battle:
Psychic Bloodstorm: As an action, you can sacrifice a large portion of your own life force to unleash a devastating storm of psychic energy. You choose a number of creatures within 60 feet of you up to your Intelligence modifier (minimum of one). Each target must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, they take 10d10 psychic damage, are frightened, and are incapacitated for 1 minute. On a successful save, they take half damage and suffer no additional effects. To activate this ability, you must sacrifice half of your maximum hit points (rounded down). This hit point loss cannot be prevented or reduced in any way, but you regain hit points normally after a long rest. Once you use this feature, you cannot use it again until you finish a long rest.
Blood Immortal: You gain a form of limited immortality through your connection with blood magic. Whenever you are reduced to 0 hit points, you can choose to immediately drop to 1 hit point instead. When you do, you regain hit points equal to your Intelligence modifier + your Bloodmind level, and for 1 minute, you gain resistance to all damage except psychic damage. You can use this feature once per long rest.
Halfmoon rising[edit]
"Like a half-moon, you wield your power to protect those you deem most important. You do not wish to lose what you love again. You are willing to do anything to preserve the peace of the present
- Aura of Vitality
At 3rd level, you emanate an aura that grants healing within 10 feet. Allies who start their turn within this aura heal for 1d4 hit points. The range increases by 5 feet for every 5 levels you gain in this class.
- Divine Shield (Reaction)
At 3rd level, When an ally within 30 feet is hit by an attack, you can use your reaction to grant them a divine shield that reduces all the damage. However, you take half of the total reduces as damage.This ability can be used a number of times equal to your Wisdom modifier (minimum of 1) per long rest.
- Sanctuary of the Blessed
At 5rd level, your gain HP 30 for the number of your party.
- Life Link
At 10rd level, You can form a connection between you and another party member within 60 feet. When that party member takes damage, you can use your reaction to halve the damage they take and transfer the remaining damage to yourself.
- Aura of Vitality+
At 15rd level, Aura of Vitality heal 1d8+4 instead of 1d4
- Divine Life Reservoir
At 20rd level, Divine Life Reservoir (Action): You now have the ability to store excess healing power. When healing a creature, any excess healing (healing that would exceed the target’s maximum hit points) can be stored in a Life Reservoir. The maximum number of hit points you can store in the reservoir is equal to twice your cleric level. At any time, as a bonus action, you can distribute hit points from the reservoir to any creature within 60 feet of you. The reservoir replenishes whenever excess healing is applied. Immortal Surge: Once per long rest, if you would be reduced to 0 hit points, you can instead expend the entirety of your Life Reservoir to heal yourself by an equal amount.
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Multiclassing[edit]
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Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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