sandmote
2020-01-13, 08:42 PM
This page on the Homebrewery (https://homebrewery.naturalcrit.com/share/Hk7tsU59xI)
Updated to remove spellcasting:
Quick Healing
When you pick the archeotype at third level, you have trained to mix healing into even the smallest of openings. Whenever you can make a Medicine (Wisdom) check or attempt to use a healing kit, you can make the check as a bonus action as long as you would typically be able to make the check as an action instead.
Restorative Presence.
You can restore the vitals of creatures in your immediate vicinity, even without an apparent medical activity. As a bonus action, you can restore 1d4 hit points to a creature within 15 feet.
You can use this ability twice at 3rd level, and gain additional uses at 7th and 15th levels. You regain all of your uses of this ability when you finish a short or long rest.
Field Healer
At 7th level, you gain proficiency in the Medicine skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Acrobatics, Animal Handling, Athletics, Insight, Perception, or Survival.
Your proficiency bonus is doubled for any ability check you make that uses Medicine. You receive this benefit regardless of the skill proficiency you gain from this feature.
Healing Kicker
Starting at 10th level, you can imbue your restorative presence with additional power, preventing your healing from being undone.
When you use your healing kicker, you can use a bonus action to cast an additional spell on one target of the spell or healing kicker without expending a spell slot, requiring material components, using your concentration, or needing to know the spell. Unlike a usual casting of such a spell, the spell ends at the start of your next turn.
You can cast false life, resistance, and sanctuary in this manner.
Greater Healing Kicker
Starting at 18th level, your healing effects become stronger. When you use your Restorative Presence feature, you can apply a second spell from your restorative presence spells to your target (no action required by you). This does not change the duration of the effects.
1/3 Spellcasting:
Wisdom as the spellcasting ability, able to use shields as a spellcasting focus.
1st Level
Alarm
Bless
Comprehend Languages
Cure Wounds
Detect Poison and Disease
False Life
Feather Fall
Floating Disk
Fog Cloud
Goodberry
Grease
Healing Word
Heroism
Inflict Wounds
Jump
Longstrider
Purify Food and Drink
Sanctuary
Sleep
Unseen Servant
2nd Level
Aid
Arcane Lock
Barkskin
Calm Emotions
Enhance Ability
Gentle Repose
Heat Metal
Knock
Lesser Restoration
Misty Step
Prayer of Healing
Protection From Poison
Rope Trick
Skywrite
Warding Bond
3rd Level
Aura of Vitality
Beacon of Hope
Create Food and Water
Erupting Earth
Life Transference
Magic Circle
Mass Healing Word
Nondetection
Protection From Energy
Remove Curse
Revivify
Sending
Tiny Servant
4th Level
Aura of Life
Aura of Purity
Banishment
Death Ward
Dimmension Door
Fadricate
Freedom of Movement
Stoneskin
Spontaneous Healing
You have trained to mix healing into even the smallest of openings. As a bonus action, you can restore 1d6 hit points to a creature within 15 feet. When you score a critical hit or reduce a creature to zero hit points, you can use this feature as part of the same action as the attack.
You can use this ability a number of times equal to your Wisdom modifier (minimum of once) and regain all uses at the end of a long rest.
I'm not sure about the scaling of this. On one hand I don't want to spend subclass features on buffing it, on the other hand 5 uses at 3rd level is one more than the Celestial patrol gets. Should I reduce these to 1d4s?
Field Healer
At 7th level, you gain proficiency in the Medicine skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Acrobatics, Animal Handling, Athletics, Insight, Perception, or Survival.
Your proficiency bonus is doubled for any ability check you make that uses Medicine. You receive this benefit regardless of the skill proficiency you gain from this feature.
3rd level features are stronger, so no combat bonus when your spellcasting hits 3rd level.
Healing Kicker
Starting at 10th level, you can imbue your spells and Healing Kicker with additional power, preventing your healing from being undone.
When you cast a spell of first level or higher or use your healing kicker, you can use a bonus action cast an additional spell on one target of the spell or healing kicker without expending a spell slot, requiring material components, using your concentration, or needing to know the spell. Unlike a usual casting of such a spell, the spell ends at the start of your next turn.
You can cast false life, resistance, and sanctuary in this manner.
Taken from the 3.5e prestige class, and it unites the two 3rd level features.
Quick Healing
From 15th level, whenever you can make a Medicine (Wisdom) check as a bonus action, as long as you would typically be able to make the check as an action instead.
Greater Healing Kicker
Starting at 18th level, your insulating casting becomes stronger. When you use your Insulating Casting feature, you can apply a second spell from your insulating casting spells to your target (no action required by you). This does not change the duration of the effects.
2nd spell is less useful than the 1st one, so it's less of a power boost here.
Updated to remove spellcasting:
Quick Healing
When you pick the archeotype at third level, you have trained to mix healing into even the smallest of openings. Whenever you can make a Medicine (Wisdom) check or attempt to use a healing kit, you can make the check as a bonus action as long as you would typically be able to make the check as an action instead.
Restorative Presence.
You can restore the vitals of creatures in your immediate vicinity, even without an apparent medical activity. As a bonus action, you can restore 1d4 hit points to a creature within 15 feet.
You can use this ability twice at 3rd level, and gain additional uses at 7th and 15th levels. You regain all of your uses of this ability when you finish a short or long rest.
Field Healer
At 7th level, you gain proficiency in the Medicine skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Acrobatics, Animal Handling, Athletics, Insight, Perception, or Survival.
Your proficiency bonus is doubled for any ability check you make that uses Medicine. You receive this benefit regardless of the skill proficiency you gain from this feature.
Healing Kicker
Starting at 10th level, you can imbue your restorative presence with additional power, preventing your healing from being undone.
When you use your healing kicker, you can use a bonus action to cast an additional spell on one target of the spell or healing kicker without expending a spell slot, requiring material components, using your concentration, or needing to know the spell. Unlike a usual casting of such a spell, the spell ends at the start of your next turn.
You can cast false life, resistance, and sanctuary in this manner.
Greater Healing Kicker
Starting at 18th level, your healing effects become stronger. When you use your Restorative Presence feature, you can apply a second spell from your restorative presence spells to your target (no action required by you). This does not change the duration of the effects.
1/3 Spellcasting:
Wisdom as the spellcasting ability, able to use shields as a spellcasting focus.
1st Level
Alarm
Bless
Comprehend Languages
Cure Wounds
Detect Poison and Disease
False Life
Feather Fall
Floating Disk
Fog Cloud
Goodberry
Grease
Healing Word
Heroism
Inflict Wounds
Jump
Longstrider
Purify Food and Drink
Sanctuary
Sleep
Unseen Servant
2nd Level
Aid
Arcane Lock
Barkskin
Calm Emotions
Enhance Ability
Gentle Repose
Heat Metal
Knock
Lesser Restoration
Misty Step
Prayer of Healing
Protection From Poison
Rope Trick
Skywrite
Warding Bond
3rd Level
Aura of Vitality
Beacon of Hope
Create Food and Water
Erupting Earth
Life Transference
Magic Circle
Mass Healing Word
Nondetection
Protection From Energy
Remove Curse
Revivify
Sending
Tiny Servant
4th Level
Aura of Life
Aura of Purity
Banishment
Death Ward
Dimmension Door
Fadricate
Freedom of Movement
Stoneskin
Spontaneous Healing
You have trained to mix healing into even the smallest of openings. As a bonus action, you can restore 1d6 hit points to a creature within 15 feet. When you score a critical hit or reduce a creature to zero hit points, you can use this feature as part of the same action as the attack.
You can use this ability a number of times equal to your Wisdom modifier (minimum of once) and regain all uses at the end of a long rest.
I'm not sure about the scaling of this. On one hand I don't want to spend subclass features on buffing it, on the other hand 5 uses at 3rd level is one more than the Celestial patrol gets. Should I reduce these to 1d4s?
Field Healer
At 7th level, you gain proficiency in the Medicine skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Acrobatics, Animal Handling, Athletics, Insight, Perception, or Survival.
Your proficiency bonus is doubled for any ability check you make that uses Medicine. You receive this benefit regardless of the skill proficiency you gain from this feature.
3rd level features are stronger, so no combat bonus when your spellcasting hits 3rd level.
Healing Kicker
Starting at 10th level, you can imbue your spells and Healing Kicker with additional power, preventing your healing from being undone.
When you cast a spell of first level or higher or use your healing kicker, you can use a bonus action cast an additional spell on one target of the spell or healing kicker without expending a spell slot, requiring material components, using your concentration, or needing to know the spell. Unlike a usual casting of such a spell, the spell ends at the start of your next turn.
You can cast false life, resistance, and sanctuary in this manner.
Taken from the 3.5e prestige class, and it unites the two 3rd level features.
Quick Healing
From 15th level, whenever you can make a Medicine (Wisdom) check as a bonus action, as long as you would typically be able to make the check as an action instead.
Greater Healing Kicker
Starting at 18th level, your insulating casting becomes stronger. When you use your Insulating Casting feature, you can apply a second spell from your insulating casting spells to your target (no action required by you). This does not change the duration of the effects.
2nd spell is less useful than the 1st one, so it's less of a power boost here.