Healer of Revenge (5e Class)

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Healer of Revenge[edit]

Healers are generally calm and gentle individuals, who turn to the healing arts due to their kindness and care for others wellbeing .There are some, however, who become healers to give those wounded and harmed the power to seek retribution. Healers of Revenge are seekers of gods of anger or punitive justice, and become mortal reflections of those beings, agents of their will and aspects of their godly might.

These healers cure the harmed not for gentleness or kindness necessarily, but to give them the tools to seek justice - or vengeance - by themselves.

Shared Pain[edit]

One of the most notable powers shared by those healers is the ability to cure a wound, while returning the harm caused back to the aggressor, in the purest act of divine vengeance. This ability forces those who attack and prey on others to endure all the suffering they cause on their own flesh, and those who survive an encounter with a Healer of Revenge are confronted with the vileness of their actions, and forced to either change their ways, or keep facing the consequences of all the brutality they engage in.

Creating a Healer of Revenge[edit]

When creating a Healer of Revenge, you can ask yourself a few questions to help you into guiding your writing of the background: Why is your character in the path of vengeance? Was he wronged, or does he seeks to seek retribution for the harm caused to another person? Does your character received the power of healing through a deity of justice or revenge, or from another vengeful and powerful entity? What does your character seek in the world, for what he uses this power? Does he wants to empower others to seek retribution, or is him on a selfish quest for revenge, using his healing powers to keep himself alive until it accomplishes his goal?

Quick Build

You can make a Healer of Revenge quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by either Strength or Dexterity. Second, choose the Acolyte background. Third, choose mace and shield, chain shirt, explorer's pack and a healer's kit as your starting gear.

Class Features

As a Healing of Revenge you gain the following class features.

Hit Points

Hit Dice: 1d8 per Healing of Revenge level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Healing of Revenge level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Herbalist kit
Saving Throws: Wisdom, Charisma
Skills: Choose two from Animal Handling, Athletics, Intimidation, Insight, Medicine, Religion and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) mace and shield or (b) quarterstaff and shortbow with 20 arrows or (c) two simple weapons
  • (a) studded leather or (b) chain shirt
  • (a) dungeoneer's pack or (b) explorer's pack
  • a healer's kit

Table: The Healing of Revenge

Level Proficiency
Bonus
Features Healing Dice
1st +2 Karmic Healing 2d8
2nd +2 Vengeful Spirit 3d8
3rd +2 Divine Aspect 4d8
4th +2 Ability Score Improvement 5d8
5th +3 Extra Attack 6d8
6th +3 Divine Aspect Feature 7d8
7th +3 Vengeful Aura 8d8
8th +3 Ability Score Improvement 9d8
9th +4 Shared Pain 10d8
10th +4 Divine Aspect Feature 11d8
11th +4 Mournful Anger 12d8
12th +4 Ability Score Improvement 13d8
13th +5 Source of Healing 14d8
14th +5 Divine Aspect Feature 15d8
15th +5 Reflective Pain 16d8
16th +5 Ability Score Improvement 17d8
17th +6 Vengeful Rebirth 18d8
18th +6 Source of Healing 19d8
19th +6 Ability Score Improvement 20d8
20th +6 Angel of Revenge 21d8

Karmic Healing[edit]

Starting at 1st level, you can restore one's health while punishing the aggressor. As an Action, you can choose one creature you can see within 60 feet, and cause it to regain 2d8 hit points.

If the damage have been caused by another creature within range of this feature, since the last turn, that creature takes damage equal to the amount of hit points restored. The damage taken is from the same type of the damage caused by that creature.

The amount of hit points regained through this feature increases as you gain levels in this class, as shown on the Healing Dice column on the Healer of Revenge table.

You can use this feature a number of times equal to your proficiency bonus, and regain your uses after completing a short or a long rest.

Vengeful Spirit[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. Vengeful Spirit lasts until the start of your next turn.

Divine Aspect[edit]

At 3rd level, you chose a Divine Aspect. Choose between Aspect of Rage and Aspect of Retribution, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th and 14th levels.

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.

Extra Attack[edit]

At 5th level, you can attack twice, rather than once, when you take the Attack action on your turn. Alternatively, you can replace one of your attacks to use Karmic Healing instead.

Vengeful Aura[edit]

At 7th level, any creature within 10 feet of a creature imbued with your Vengeful Spirit gain its benefits. The aura increases to 30 feet at 18th level.

Shared Pain[edit]

At 9th level, when you use Karmic Healing on a creature that is charmed, frightened, stunned, paralyzed, petrified or poisoned, you force the creature that imposed that condition to make a Constitution saving throw (DC 8 + your proficiency bonus + your Wisdom modifier), or that creature is affected by that condition, for the same duration, while the condition is cleansed from the creature healed by this feature.

Mournful Anger[edit]

At 11th level, whenever a friendly creature you can see within 60 feet is reduced to 0 hit points, an aura of sadness and rage spawns from it, causing any of its allies to be affected by it. Any ally of the fallen creature gain temporary hit points equal to your Healer of Revenge level, and cause additional damage equal to your Wisdom modifier (minimum +1) with their attacks as long as they remain within 60 feet of it. If the ally is dead, both bonuses double.

This effects lasts for 1 minute, ending earlier if the ally is no longer at 0 hit points or is brought back to life.

Source of Healing[edit]

At 13th level, whenever you roll initiative and have no uses of Karmic Healing left, you regain one use.

Reflective Pain[edit]

At 15th level, a creature is healed by your Karmic Healing, it is engulfed in an aura of protection for 1 round, or until it takes damage. When that creature takes damage, the damage is reduced to 0, and the damager must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Wisdom modifier), or take that damage instead.

Vengeful Rebirth[edit]

At 17th level, you can use an Action touch a creature that have died within 1 minute. That creature returns back to life, with a number of hit points equal to your Healing Dice, and can instantly take a turn.

Once you use this feature, you can't use it again until you finish a long rest.

Instant Karma[edit]

At 18th level, when you or another friendly creature within 30 feet of you takes damage, you can use your Karmic Healing as a reaction.

Angel of Revenge[edit]

At 20th level, you've ascended, becoming an avatar of your god's will. You gain the following benefits:

  • You grow wings, grant you a flying speed equal to your movement speed.
  • When you are reduced to 0 hit points but not killed outright, you can use a reaction to use Instant Karma on yourself.
  • You no longer age nor can't be magically aged, no longer need to drink, eat or sleep, and you become immune to diseases and poison.

Aspect of Rage[edit]

Healers of Revenge who adopt the aspect of rage embody the fury that fills the heart of those who are unfairly wounded or harmed. They are able to awaken the violence on the hearts of those damaged, channeling that wrath into revenge.

Vengeful Wrath

Starting at 3rd level, whenever a creature is under the effects of your Vengeful Spirit, that creature can make an additional attack as part of its Attack action.

Awaken Fury

Starting at 6th level, whenever a creature is under the effects of your Vengeful Spirit, you also gain the benefits of Vengeful Spirit.

Avatar of Rage

Starting at 10th level, you can become a true vessel for your god's vengeful rage. Whenever you are under the effects of Vengeful Spirit, you gain the following benefits:

  • You can move up to 30 feet, in addition to your regular movement. This movement must be made towards the direction of a hostile creature that has caused damage to you or your allies.
  • When you take the Attack action and make an attack against a creature that has damaged you or one of your allies, you can make another attack against it as a Bonus Action.
Painful Retort

At 14th level, whenever a creature imbued with Vengeful Spirit takes damage, you can use your reaction to cause damage to that creature. That creature must succeed on a Constitution saving throw, taking necrotic damage equal to your Healing Dice on a failed save, or half as much on a success.

Aspect of Retribution[edit]

Followers of the aspect of retribution seek to correct the wrongs in the world, giving others the means to seek their own justice. They act as judges, marking those who commit acts of violence against others with a brand of revenge, until the justice is made.

Avenging Brand

At 3rd level, whenever you cause damage to a creature using your Karmic Healing, that creature is marked with an Avenging Brand. The brand lasts for 1 minute or until dispelled (as if it were a spell with a level equal to half your Healer of Revenge level, rounded down). When that creature is hit by an attack made by a creature it has damaged, you can choose to dispel the brand, and the attack is a critical.

Retributive Bind

At 6th level, while branded, that creature can't teleport, become invisible nor take the Hide, Disengage, Dash or Dodge action.

Vengeful Lunge

At 10th level, you can use your bonus action in each of your turns to teleport to the position of the branded creature, as long as you are within 60 feet of it and able to see that creature.

Lethal Retribution

At 14th level, you can pay death with death. Whenever a friendly creature you can see within 60 feet is reduced to 0 hit points, you place an Avenging Brand on the damager. When you hit that creature with an attack, you can dispel the brand, and force that creature to make a Constitution saving throw (DC 8 + your proficiency bonus + your Wisdom modifier). On a failure, you cause additional damage with your attack equal to you Healing Dice.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Healer of Revenge class, you must meet these prerequisites: Wisdom 13.

Proficiencies. When you multiclass into the Healer of Revenge class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons, herbalist kit.

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