Mender (5e Class)

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Mender

An elf races across the ground to her fallen companion, injecting him with the ability to get back up and fight again. Menders are usually compassionate supporters of their comrades, Giving them extra power so that they can fight well.

The Fighter looked back at his companions, watching them fall behind him. Right then, a blade cut through his armor and knocked him to the ground. As everything started to blur, a wisp of light appeared above him and he began to feel his wounds closing. He quickly grabbed his greatsword and stabbed at the creature that had downed him before standing up and running to rescue his comrades.

A giant basilisk stomped towards a shieldbearer, denting the earth with every step. She held her shield high as it put its foot down on her. Suddenly, she felt a surge of resilience and held the shield strong before the basilisk continued on its path. Maybe next time, she won't stand in its way.

These adventurers were supported by a Mender, someone who has access to a potent inner energy to protect and heal others. Running about the battlefield and tending to wounds instead of fighting, these people save lives instead of take them.

Saviors of the Righteous

Menders work with other adventurers who are willing to take the fight into their own hands so that the Mender can focus on what they are good at - keeping their companions from harm and injury. A Mender's job is to make sure that nobody falls in a fight and to bring back those that do. While they don't attack enemies directly, they are still an active part of the fight.

Creating a Mender

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A mender channeling life force; by James Ryman, Soulmender (Magic: the Gathering)

When creating a Mender, you need to consider the fact that you will probably not be attacking much if at all in combat. Your role is to be a supporter to the bringers of justice (or woe) that you follow and help lead them to victory. You should ask yourself what your character hopes to gain in doing this. Do they desire a great evil to be vanquished? Are they hoping to become known as a miracle worker across the lands? Are they scheming against their companions, feeding information to their master until the day for an opportune strike? Also consider how your character got their power. Were they blessed by a god? Did they have a mishap on a plane of good alignment?

Quick Build

You can make a Mender quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Charisma. Second, choose the Acolyte background.

Class Features

As a Mender you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: Herbalism kit, Doctor's Tools
Saving Throws: Constitution, Wisdom
Skills: Choose three from animal handling, Arcana, History, Insight, Medicine, Perception, Persuasion, and Religion

Equipment

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

  • (a) a quarterstaff or (b) any simple weapon
  • (a) a light crossbow and 20 bolts or (b) a shortbow and quiver with 20 arrows
  • (a) Explorer's Pack or (b) Priest's Pack
  • leather armor, doctor's kit
  • If you are using starting wealth, you have 3d4 x10 gp in funds.

Table: The Mender

Level Proficiency
Bonus
Features Life Points
1st +2 Life Force, Healing Burst, Doctor's Knowledge 4
2nd +2 Far Burst, Mender's Rebuke 4
3rd +2 Path of Virtue, Calming Burst 6
4th +2 Ability Score Improvement 6
5th +3 Healing Surge, Return from Death 14
6th +3 Path of Virtue Feature 14
7th +3 Mender's Eyes 17
8th +3 Ability Score Improvement 17
9th +4 Holy Shield 27
10th +4 The Power of Medicine 27
11th +4 Path of Virtue Feature 32
12th +4 Ability Score Improvement 32
13th +5 Life Spring 38
14th +5 Avatar of Life 38
15th +5 Hope Springs Eternal 44
16th +5 Ability Score Improvement 44
17th +6 Path of Virtue Feature 57
18th +6 Source of Life 57
19th +6 Ability Score Improvement 64
20th +6 True Resurrection 64

Doctor's Knowledge

At 1st Level, you have learned the very important techniques of a doctor. Your Doctor's kit can be used as a Healer's kit with unlimited uses. If you lose your Doctor's kit, you can make a new one by obtaining a Healer's kit with at least 5 uses left. Then it will take 2 hours and 10 gold pieces to convert the Healer's kit into a Doctor's kit.

In addition, you have proficiency in Medicine and you can double your proficiency bonus for checks made with Medicine.

Life Force

A mender is filled with positive energy. This energy is represented by your life points, which fuel your other class features.

Life Points

You have a pool of life force that you can channel into others. The energy that you can access in this way is represented by a number of life points. You have a number of life points equal to the amount shown on the Life Points column on the mender table.

You can spend these points to fuel your life force features. You start knowing one such feature: Healing Burst. You learn more life force features as you gain levels in this class. The maximum number of life points you can spend at a time is equal to your Mender level.

You regain all life points when you meditate for one minute per life point regained at the end of a long rest.

Healing Burst

The primary use of your life points is a Healing Burst. As an action, you can spend up to your maximum number of life points to touch a creature and cause them to regain hit points equal to 1d8 x the number of life points spent. Only life points spent in this way count for this effect.

If you target an undead with this feature, it instead takes an amount of radiant damage equal to the amount of healing that would have been done. An unwilling target may make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Wisdom Modifier to move out of the way before your energy reaches them.

Quick Burst

You can spend 1 additional life point to use your Healing Burst as a Bonus Action, rather than as an action.

At 11th level, you can use quick burst without spending additional points.

Far Burst

Beginning at 2nd level, you can use your Healing Burst from a distance. When unleashing a Healing Burst, the mender may spend an additional life point (up to the normal maximum). If they do, the range of the burst is increased to 30 feet.

Mender's Rebuke

Also at 2nd level, whenever you use your Healing Burst to restore a creature's hit point, you can use a reaction to force a hostile creature within 5 feet of your target to make a Constitution saving throw (DC 8 + your proficiency bonus + your Wisdom modifier). On a failed save, that creature takes radiant damage equal to the amount of hit points you restored on the target and is pushed 10 feet back, or half as much on a success and is not pushed.

Calming Burst

Also at 3rd level, you can channel calm emotions through your Healing Burst by spending an additional life point. If you choose to do so, the target creature may make a saving throw against one effect that requires an Intelligence, Wisdom or Charisma save to resist that is affecting them, ending the effect on a success.

Path of Virtue

At 3rd level, you chose a path of virtue, focusing your healing energy to a particular form of use. Choose between Preventative, Restorative, Weakening, Supportive, Combative or Medicinal, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, and 17th level.

Mending Aura

A constant aura of life emanates from your body. Any friendly creature that is reduced to 0 hit points while within 10 feet of you is automatically stabilized.

In addition, your chosen path of virtue grants additional benefits to your mending aura. Benefits that grant bonus to saving throws are not cumulative with the bonuses granted by paladin auras or other menders auras.

Ability Score Increase

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 Surge

At 5th level, whenever you spend Life Points to restore hit points to a creature, a surge of life overtaken his body. At the start of its turn, that creature can take one of the following actions as a bonus action: Dash, Dodge, Disengage or make a single attack with a weapon.

Return from Death

At 5th level, you learn how to restore someone's ejected life energy back into their body. As an action, you can spend 5 life points to touch a creature that has died in the last minute. That creature returns to life with an amount of health as though you had used your Healing Burst on them with 3 life points. This ability can't return to life a creature that has died of old age, nor can it restore any missing body parts, though it can reattach any that are within 10 feet of the body.

If you use this ability on a creature that has been dead for longer than one minute, nothing happens. However, the next time you use this ability on the same creature, it is treated as though it had died one week earlier.

Mender's Eyes

At 7th level, you can see the life force of others simply by looking at their physical form. Using a bonus action, you can look at a creature and determine what its current and maximum hit points are, as well as see any temporary hit points it might have.

In addition, you can also see how far gone the fallen are. When looking at any part of a corpse, you can see how long the creature has been dead and what the cause of death was.

This feature has no effect on undead or constructs.

Holy Shield

At 9th level, your love of your companions motivates you to protect them further. Whenever you use your Healing Burst on a creature, a shield made out of positive energy surrounds your target, granting it a +2 bonus to its AC until the end of your next turn.

In addition, you can spend 2 life points to cast shield of faith, without spending spell slots.

Medical Treatment

At 10th Level, whenever a creature rolls hit dice to restore hit points during a short rest, you can use your doctor's tools to increase the amount of hit points regained by 1d4 + your proficiency bonus + your Wisdom modifier. If the creature is affected by a disease or poison, their negative effects end.

Life Spring

At 13th level, you have reached a point where even when you feel depleted, you have more energy in you. You may spend one minute in meditation to regain half your Mender level in life points. Once you have done this, you cannot regain life points in the same manner until you have finished a long rest.

Avatar of Life

At 14th level, you have gained a mastery of life even in its most fickle moments. If you're reduced to 0 hit points, you may immediately forfeit all of your death saving throws to have your spirit take on the form of an Avatar of Health. You may also use an action to enter this form. While in this form, your spirit retains your life points and Mender features. You cannot move away from your body, nor can you make attacks. You can target your own body with your Return from Death ability while in this form, and you may also use your Life Spring ability as a bonus action instead of taking the normal time. At the end of each of your turns and whenever your body takes damage, you lose 3 life points. If you are ever reduced to 0 life points while in this form, your spirit detaches from your body and you can no longer use your Mender features until you are brought back to life.

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

Hope Springs Eternal

At 15th level, when you roll initiative and have no life points remaining, you regain 7 life points.

Source of Life

When you reach the 18th level, your mending aura grows in power. The aura radius increases to 30 feet.

In addition, whenever an ally start its turn within the aura radius, that creature regain a number of hit points equal to your Wisdom modifier (minimum of 1), as long as that creature is below half its maximum hit points.

True Resurrection

At 20th level, your magic powers have reached their peak. You can cast the spell True Resurrection once, being unable to do so again until you complete a long rest.

Combative Virtue

Menders who follow the combative virtue heal their allies while in the heat of the combat, throwing themselves in harms way to save fallen companions, bringing them back from the grasp of death.

Combat Ready

Starting at 3rd level, you have been trained in the art of war. You gain proficiency with medium armor, martial weapons and shields.

In addition, while you have at least 1 life point, you can add your Wisdom, rather than your Strength or Dexterity, to your attacks and damage rolls with weapons you are proficient with.

Aura of Battle

At 3rd level, you shed an aura that emboldens and empowers your allies. When a creature inside the aura causes or takes damage, you can use your reaction to increase or reduce the damage by 1d8.

Extra Attack

At 6th level, you can attack twice, rather than once, when you take the Attack action on your turn.

In addition, you can replace one of these attacks for one use of Healing Burst.

Battle Mender

At 11th level, you can heal your allies as you strike down your foes. Whenever you hit a creature with a weapon attack, you can use your Healing Burst, without using an Action.

Anger of the Healer

At 17th level, all the anger that is bottled up inside you now explodes out in the form of the creature made out of pure positive energy. This construct of light has the statistics of any creature of your choice with a CR of 6 or lower, but it is a construct, instead of its original type. Any damage caused by that creature is radiant damage, rather than the normal type of damage.

The creature acts on its own turn, rolling initiative as normal. It is friendly to your allies and follows your commands, and is also able to understand any languages you speak.

The creature lasts for 1 minute, disappearing after that. Once you use this ability, you can't do it again until you finish a long rest.

Supportive Virtue

Followers of the supportive virtue path are driven to empower their allies, by infusing them with life.

Empowered Cantrips

Also at 3rd level, you learn the cantrips guidance and resistance. When you cast these cantrips, the die rolled for their effects becomes a d6, instead of a d4.

Empowering Aura

At 3rd Level, any friendly creatures within your Mender's Aura area can add your Wisdom modifier to their Strength, Dexterity and Constitution checks and saves.

Courageous

At 6th level, you have gained the ability to empower your allies with courageous perseverance. As a bonus action, choose one friendly creature within 10 feet of you. The target gains temporary hit points equal to your mender level + your Wisdom modifier.

In addition, the creature gain Advantage on saving throws against the frightened condition while it has these temporary hit points.

You can have only one creature under the effects of Courageous at any given time. You can't use this ability again while a creature has the temporary hit points granted by this ability.

Perfect Courage

At 11th level, your courage ability gives absolute bravery to your allies. The target of your courage ability becomes immune to the frightened condition. If the target of the ability is currently frightened, the condition is suspended while it has the temporary hit points.

Aura of Might

At 17th level, any friendly creature that start its turn inside your Mender's Aura gain a bonus to their damage rolls equal to your Wisdom modifier until the end of its turn.

Weakening Virtue

Weakeners use their powers to take away powers from the enemies

Weakening Blast

At 3rd Level, you can use your Action to shoot a blast of weakness at an enemy you can see. That enemy rolls a d4 and subtracts the result from the next ability check, attack roll, or saving throw it makes. The die rolled increases to a d6 at 11th level.

Weakening Aura

Also at 3rd Level, any hostile creature inside your mender's aura has a disadvantage equal to your Wisdom modifier to their Strength, Dexterity and Constitution checks and saves.

Empowering the Weak

At 6th Level, when there is an ally within 30 feet of you who would have Disadvantage on an Ability check, Saving throw, or Attack roll, you can use your reaction to give them Advantage on the roll instead.

You can use this ability a number of times equal to your Wisdom modifier (minimum of 1 use), and regain your uses of it after completing a long rest.

Life Drain

At 11th Level, you gain the ability to drain the vitality from your foes. When you use your weakening blast against an enemy, you can use a bonus action to also cause 3d10 necrotic damage to force the creature to make a Constitution saving throw, or take 3d10 necrotic damage on a failed save.

When you cuse this damage to the target, you gain temporary hit points equal to half the necrotic damage dealt.

Rending Aura

At 17th Level, any hostile creature inside the mender's aura has their AC reduced by your Wisdom modifier.

Preventative Virtue

Followers of the preventative virtue put their emphasis in stopping their allies from getting harmed.

Aura of Protection

Starting at 3rd level, any friendly creature that start its turn inside your Mender's Aura gain temporary hit points equal to your Wisdom modifier. They lose the temporary hit points after leaving the aura.

Aura of Resistance

Starting at 6th level, any friendly creature inside your aura area gain a bonus to their saving throws equal to your Wisdom modifier.

Protective Burst

When you reach the 11th level, whenever you use Healing Burst on a creature, until the start of your next turn, any damage taken by that creature is reduced by your Mender's level.

Shielding Aura

Finally at 17th level, any friendly creature inside your mender's aura is considered to have half cover against creatures outside the aura.

Restorative Virtue

Mender's from the restorative aura are the true menders, completely focused on restoring the vitality and health of their allies.

Aura of Restoration

At 3rd level, any friendly creature that start its turn inside your aura while affected by a harmful spell, effect or condition that allows for a save to end the effect can instantly use its reaction to make another save, adding your Wisdom modifier to the result.

Heal Energy

At 6th level, you can harness the healing energy from the plane of positive energy. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your mender level x 5.

You can use the pool in the following manners:

Mend Wounds. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Restore. You can expend 5 hit points from your pool of healing to cast lesser restoration, without spending spell slots.
Heal Energy Rebuke

At 11th level, the healing energy can also harm your enemies at the same time it restore the vitality on your friends. Whenever you spend heal energy, any hostile creature within 5 feet of the target of the chosen effect takes radiant damage equal to the amount of heal energy spent.

Heal Energy Regeneration

At 17th Level, you have become so skilled at using Heal Energy that you can now regenerate it. When you have no Heal Energy left, you regenerate an amount of Heal Energy equal to your Wisdom Modifier at the start of your turn while in combat.

Multiclassing

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

Proficiencies. When you multiclass into the Mender class, you gain gain the following proficiencies: Medicine

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