Spirit Healer (MoMT)

> *"Spirit healers aren't just magical doctors. We heal wounds of the body, the mind and the soul." ~ Someone*
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Spirit healers focus on restoration, not destruction. They know that the best way to win a battle is to keep themselves and their allies in the fight as long as possible. In another time, these were the mages most likely to be accepted—or at least tolerated—by common people. Yet, in the current world, magic does not exist, at least that's what they've convinced the public to believe; thus even healers are in danger of those who seek to destroy them, or worse, abuse their power. After all, no other mages so directly draw their power from the beneficial spirits of the Fade.

Adapted from the base D&D 5E Cleric and Wizard.

* **Hit Dice:** 1d6
* **Saving Throws**: Intelligence, Wisdom
* **Proficiencies:** Staffs, herbalism kit, medicine kit
* **Skills:** Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

### **Equipment**

You start with the following equipment, in addition to the equipment granted by your origin.

* Your personal mage's staff **(Consult with DM first)**
	+ To hit: 1d20 + spellcasting ability modifier + proficiency modifier
	+ *Melee Attack:* 1d6 of either bludgeoning, slashing, fire, cold, force, or lightning (choose **one**)
	+ *Ranged Attack:* 1d4 of either fire, cold, force, or lightning damage (choose **one**) at 60 feet
	+ Two-handed, spellcasting focus
* (a) a scholar's pack or (b) an explorer's pack
* A spellbook

## **Spellcasting**

Born a mage, your connection to the Fade allows you to tap into its power. You have trained in the art of healing magic, drawing from spirits of compassion and faith in the Fade in order to cast spirit healer spells.

### **Cantrips**

At 1st level, you know three cantrips of your choice from the Spirit Healer list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Spirit Healer table.

### **Spell Slots**

The Spirit Healer table shows how many spell slots you have to cast your spells of lst level and higher. To cast one of these 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.

You prepare the list of Spirit Healer spells that are available for you to cast, choosing from the Spirit Healer spell list. When you do so, choose a number of Spirit Healer spells equal to your Wisdom modifier + your Spirit Healer level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level Spirit Healer, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Spirit Healer spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

### **Spellcasting Ability**

Wisdom is your spellcasting ability for your Spirit Healer spells. The power of your spells comes from your connection to benevolent spirits of the Fade and the empathic understanding it takes to guide them. You use your Wisdom whenever a Spirit Healer spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Spirit Healer 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

### **Ritual Casting**

You can cast a Spirit Healer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

### **Spellcasting Focus**

Your mage's staff acts as a spellcasting focus for your Spirit Healer spells.

## **Arcane Recovery**

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

## **Features**

### **Arcane Ward**

Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your Spirit Healer level + your Wisdom modifier. Whenever you take damage, the ward takes the damage instead.

If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

Once you create the ward, you can't create it again until you finish a long rest.

### **Ability Score Improvement**

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.

### **Blessed Healer**

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.

### **Potent Spellcasting**

Starting at 9th level, you add your Wisdom modifier to the damage you deal with any cantrip, as well as any attacks made with your mage's staff.

### **Spiritual Intervention**

Beginning at 10th level, you can cast your mind into the Fade to ask any benevolent spirits to intervene on your behalf when your need is great.

Breaching the Veil in this manner requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your Spirit Healer level, a spirit from the Fade intervenes. The DM chooses the nature of the intervention; on a success, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

At 20th level, your call for intervention succeeds automatically, no roll required.

### **Corporeal Spirit**

Starting at 14th level, you are bound close enough to the healing spirits you have been invoking that your body itself has become healthier and stronger due to acting as a conduit for them. Your hit dice are changed to d8s, and you may re-roll your health to match.

### **Supreme Healing**

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

### **Spell Mastery**

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level Spirit Healer spells that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

### **Signature Spells**

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level Spirit Healer spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.