Mender, Variant (5e Class)
Mender
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
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: None
Weapons: None
Tools: Herbalism kit
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) Explorer's Pack or (b) Priest's Pack
- Healer's Kit
- If you are using starting wealth, you have 5d4 gp in funds.
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Life Force, Healing Burst (1d8) |
2nd | +2 | Far Burst, Calming Burst |
3rd | +2 | Path of Virtue |
4th | +2 | Ability Score Improvement |
5th | +3 | Healing Burst (2d8) |
6th | +3 | Path of Virtue feature |
7th | +3 | Mender's Eyes |
8th | +3 | Ability Score Improvement |
9th | +4 | Return from Death |
10th | +4 | Improved Mender's Eyes, Healing Burst (3d8) |
11th | +4 | Path of Virtue feature |
12th | +4 | Ability Score Improvement |
13th | +5 | Life Spring 1/long rest |
14th | +5 | Avatar of Life |
15th | +5 | Healing Burst (4d8) |
16th | +5 | Ability Score Improvement |
17th | +6 | Path of Virtue feature |
18th | +6 | Life Spring 2/long rest |
19th | +6 | Ability Score Improvement |
20th | +6 | Hope Springs Eternal, Healing Burst (5d8) |
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 your Mender level + your Wisdom Modifier + your Charisma Modifier. 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 expend 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.
The amount of healing done by this ability changes when you reach certain levels in this class. It increases by 1d8 for every life point you spend when you reach 5th level, and again at 10th, 15th, and 20th level.
Far Burst
Beginning at level 2, 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.
Calming Burst
You can channel calm emotions through your Healing Burst by expending an additional life point. If you choose to do so, the target creature may make a saving throw against one mental condition 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 or Restorative, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, and 17th level.
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.
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. This feature has no effect on undead or constructs. At 10th level, 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.
Return from Death
At 9th level, you learn how to restore someone's ejected life energy back into their body. As an action, you can spend 10 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.
Life Spring
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. At 18th level, you may use this ability twice before finishing a long rest.
Avatar of Life
At 14th level, you have gained a mastery of life even in its most fickle moments. Once per long rest, 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.
Hope Springs Eternal
At 20th level, when you roll initiative and have no life points remaining, you regain 7 life points.
Preventative Virtue
maybe an AC aura If this healing is in excess of the target's maximum hit points, it gains a number of temporary hit points equal to one-half of the excess healing, rounded down. This amount cannot exceed half of the maximum hit points of the target. <!-For subclasses introduce this class option here->
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Restorative Virtue
healing sprites <!-Introduce this subclass here->
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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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