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View Full Version : D&D 3.x Other Feats of Healing (PEACH)



Zaydos
2015-04-08, 01:27 AM
Here is a dump of a few feats that I just made on a whim. While some of the following feats are intended for healer characters, there are also feats here to benefit those who receive healing. Really introductions are hard so I'm just going to put down some feats. Let me know what you think.

Bestow Lifeforce
You are able to tap into your Reservoir of Life to heal other creatures with a touch.
Prerequisites: Reservoir of Life.
Benefit: As a standard action you may touch a creature and channel energy from your Reservoir of Life into that creature healing it. For each hit point you expend from your Reservoir of Life you may heal that creature one hit point. As this ability is positive energy based it damages undead instead of healing them. If you have Lay on Hands, Healing Affections, Healing Song, Caring Touch, or another similar supernatural healing ability which draws from a hit point pool you may expend points in your Reservoir of Life as if they were points for that ability.
Special: This is a supernatural ability.

Cleansing Touch
You are able to perform a variety of services with Lay on Hands, cleansing you allies of more than just wounds.
Prerequisites: Lay on Hands.
Benefit: Whenever you heal a creature at least 10 hit points with Lay on Hands you may choose to affect the creature as if with a Lesser Restoration and a Remove Disease spell.

Companion Lifebond
You share a bond of life with another creature, and the energy of life may flow through it from you to your dependent.
Prerequisites: Animal Companion, Familiar, Special Mount, Animal Pal, Wild Cohort, or similar ability.
Benefit: Whenever a positive energy effect causes you to regain hit points, you may have your Animal Companion, Familiar, Special Mount, Animal Pal, or other such companion regain hit points equal to the amount you regained as long as they are within 60-ft of you. If you have multiple such companions you must choose one to gain this benefit each time you are healed. Your companion must be healed by positive energy to regain hit points through this feat.

Deep Healing
You are able to redirect rejuvenating energies at deeper wounds curing wounds beyond the flesh with them.
Benefit: Whenever you are conscious and would regain 15 or more hit points at once due to a positive energy effect you may choose to regain 15 less hit points to heal 1 point of ability damage to one ability of your choice. Alternatively when you would regain 30 or more hit points at once due to a positive energy effect you may choose to regain 30 less hit points to remove 1 negative level affecting you. If after employing either of these options you would still regain enough hit points to use one of these options again you may choose to do so.

Healing Summons
When you summon a creature the magical energy passes through the Positive Energy Plane, causing it to appear with a burst of regenerative energy.
Prerequisites: Augment Summoning, ability to cast Cure spells spontaneously.
Benefit: Whenever you summon a creature that creature appears with a burst of positive energy. Each creature adjacent to the summoned creature heals 4 hit points per spell level of the spell used to summon the creature.

Overcharge Lifeforce
You are able to tap into your Reservoir of Life to overcharge your body temporarily granting you increased capabilities for a short time.
Prerequisites: Reservoir of Life.
Benefit: As a swift action you may expend 2 hit points from your Reservoir of Life per character level you possess to overcharge yourself. If you do so, you gain a +1 to your Base Attack Bonus, a +1 to all saving throws, a +1 to skill and ability checks, and a +1 to your hit dice for any effect dependent upon your hit dice (such as Sleep) for 1 minute.

Reservoir of Life
You are capable of holding excess positive energy in reserve, sealed within a portion of your body, till a time you need it.
Prerequisites: Con 15+.
Benefit: You gain a Reservoir of Life. If a spell or effect would cause you to regain hit points and you cannot heal the full amount due to reaching you maximum hit points any excess hit points regained are placed into your Reservoir of Life. Hit points gained due to Fast Healing are never added to your Reservoir of Life. Hit points remain in your Reservoir of Life for 10 minutes per character level and you may expend points from your Reservoir of Life to regain hit points as a swift action. You can hold up to your maximum hit points worth of points in your Reservoir of Life, any beyond that are wasted. If an effect, such as the strongly positive energy aligned planar trait, would cause you to gain hit points above your maximum hit points they are placed in your Reservoir of Life first instead. If you have the Surging Vitality feat hit points regained from your Reservoir of Life are not doubled.

Surging Vitality
Something within you reacts to positive energy, bursting and flaring in response to it, increasing its ability to mend and cure your wounds.
Benefit: Whenever you regain hit points due to a positive energy effect you regain twice that many hit points instead.

Vital Empowerment
When your body reacts to positive energy the surging energy released not only heals wounds but temporarily empowers you making you stronger and more capable for a few moments.
Prerequisites: Surging Vitality.
Benefit: When you regain hit points due to a positive energy effect, other than through fast healing, you gain a +4 bonus to all ability scores for one round. If you were unable to regain the full amount of hit points due to reaching your maximum hit points, and you do not have an extra pool (such as Reservoir of Life) to place these excess hit points in, you gain the benefits of a Haste spell for 1 round, and the duration of both effects of this feat is increased by 1 round for every 30 excess hit points to a maximum of 1 minute. You must be healed at least 1 hit point, or have one placed into your Reservoir of Life, to benefit from this feat.