The Healer

[If you've found yourself here, these are class feats I've created for when the feat update drops. I'm placing them here temporarily for anyone who is nosy and wants to look at them ahead of time.]


Class Name: The Healer

Core Fantasy: The Healer is a Wisdom-based Breaker who keeps teams alive inside Break zones through steady, efficient restoration. They manage wounds, conditions, and recovery over long operations, turning lethal hits into temporary setbacks.

Level 1 Features

Clinical Insight (Level 1)
You read wounds and stress at a glance.
Rules:

  • You gain proficiency in the Medicine skill. If you are already proficient in Medicine, you instead gain proficiency in Insight or Perception (your choice).

  • When you make a Wisdom (Medicine) check to stabilize a creature or to assess its physical condition, you treat a roll of 9 or lower on the d20 as a 10.

  • As long as you can see a creature, you always know if it is above half its hit point maximum, at or below half its hit point maximum, or at 0 hit points.

Life Overflow (Level 1)
Your healing leaves a small buffer of extra vitality.
Rules:

  • Once on each of your turns, when you restore hit points to a creature with a Vitakinesis spell of 1st level or higher, that creature also gains temporary hit points equal to your Wisdom modifier (minimum 1).

  • A creature can gain temporary hit points from this feature only once per turn.

Level 3 Feature

E-Rank: Emergency Lines (Level 3)
You move and reach targets like a trained combat medic.
Rules:

  • Your walking speed increases by 5 feet.

  • When you move directly toward a willing creature that is at or below half its hit point maximum, your movement does not provoke opportunity attacks from creatures you can see.

  • When you cast a Vitakinesis spell that has a range of touch and targets only one creature, you can instead target one creature you can see within 30 feet of you. This does not change any other part of the spell.

Level 7 Feature

D-Rank: Restorative Rhythm (Level 7)
Your heals come with a brief window of safety and repositioning.
Rules:

  • Once on each of your turns, when you restore hit points to a creature with a Vitakinesis spell of 1st level or higher, that creature can immediately move up to 10 feet.

  • This movement does not provoke opportunity attacks.

  • In addition, that creature gains a +1 bonus to AC until the start of your next turn.

Level 10 Feature

C-Rank: Distributed Care (Level 10)
You spread a single burst of healing across nearby allies without wasting power.
Rules:

  • When you cast a Vitakinesis spell of 1st level or higher that restores hit points to exactly one creature, you can choose one additional friendly creature within 10 feet of the original target.

  • You divide the hit points restored by the spell between the original target and the chosen creature in any way you choose when you roll the healing dice. Each creature must regain at least 1 hit point to benefit.

  • This feature does not increase the total number of hit points restored by the spell.

Level 13 Feature

B-Rank: Crisis Triage (Level 13)
You can trigger a rapid hit-die recovery burst in the middle of a fight.
Rules:

  • As an action, choose a number of willing creatures you can see within 30 feet of you, up to a maximum equal to your proficiency bonus. You can include yourself.

  • Each chosen creature that has Hit Dice remaining can immediately spend up to 2 of its Hit Dice and roll them, adding its Constitution modifier to each die, regaining hit points as if during a short rest.

  • A creature at 0 hit points cannot spend Hit Dice this way, but if it is stable it can be chosen and regain hit points as normal.

  • You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Level 16 Feature

A-Rank: Indomitable Line (Level 16)
Your presence makes it much harder for your team to stay down.
Rules:

  • While you are conscious, you and friendly creatures of your choice within 30 feet of you have advantage on death saving throws.

  • When a friendly creature you can see within 30 feet of you spends one or more Hit Dice at the end of a short rest to regain hit points, it regains extra hit points equal to your Wisdom modifier (minimum 1). A creature can gain this extra healing from you only once per short rest.

Level 20 Feature

S-Rank: Miracle Surge (Level 20)
You enter a brief state where your healing pushes past normal limits.
Rules:

  • As an action, you enter a miracle surge state that lasts for 1 minute.

  • While this state lasts:

    • You emit a 30-foot-radius aura centered on you.

    • Any friendly creature in the aura that starts its turn at 0 hit points but is not dead regains hit points equal to your Wisdom modifier (minimum 1) and is no longer dying. It remains prone.

    • When you restore hit points to any creature with a Vitakinesis spell while it is in the aura, treat all dice rolled to determine the hit points restored as having rolled their maximum value.

    • Once on each of your turns when you restore hit points to a creature with a Vitakinesis spell of 1st level or higher, you can also end one of the following conditions on that creature: blinded, deafened, paralyzed, poisoned, or stunned.

  • The state ends early if you are incapacitated.

  • You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.