Healer

Class Description

“I know plants and I know my fellow beasts. I may not be a mighty warrior, but I do help pick up the pieces after the warriors' work is done.”

Why be a Healer? You want to be an invaluable support character who can keep your allies strong during tough adventures. Healers excel at directly removing damage, conditions, and ailments from your party.

Attributes. +1 Brains, +1 Destiny
Skills. Learn Medicine and three of: Crafting, Influence, Lore, Searching, Survival
Statistics. 3 Fight, 4 Counter, +2 Health
Traits. Healers gain the following traits at 1st level:

  • Wound Binding: Poultices you use restore +1 HP. May create a poultice from one herbs ingredient as an action. May use glory to use two poultices as a single action during battle.
  • Infirmary Keeper: May apply your Medicine skill bonus to one additional creature to help recover from illness and injury when resting.
  • Quick Revive: May spend glory to use the Revive action as a standard action with no telegraph.

Equipment

Pack Equipment.

  • Travel Clothers
  • 2 Weapons (10g or less each)
  • Herbalist's Kit
  • Haversack
  • Water Gourd

Pouch Equipment

  • Sun Hat
  • Hotroot Powder
  • Sleeping Powder
  • Poison
  • Venom
  • 3 Poultices

Abilities

Healers have the following ability options:

  • Deceptively Peaceful [T] (Strike, 1sp): If you have not yet attacked in this battle, this attack is an automatic Pass.
  • Superior Health (Action, One, 2sp): If target has full HP, steal 1 HP and give it to an ally.
  • Ounce of Prevention (Reaction, One, 2sp): If an ally took damage, that ally restores 1 HP.
  • Versatile Cure (Action, One Adjacent, 2sp): If target has a condition, remove it and restore 1 HP.
  • Field Medic (Action, One Adjacent, 3sp): Revive target.
  • Swift Responder (Maneuver, Self, 1sp): Move your speed twice, but you must end your move in a hex adjacent to an ally.
  • Shared Venom (Trait): When using a venom item, you can also apply it to an adjacent ally's weapon.
  • Pound of Cure [T] (Action, Adjacent Allies, 2sp): Targets lose all conditions.
  • Lasting Benefit (Action, One, 2sp): Target becomes Mighty.
  • Call for Peace (Action, One, 1sp): If target has a boon, remove it, and target restores 1 HP.

Progression

The Healer receives additional benefits at the following levels:

Level Feature
2 +1 Counter, +1 to two Attributes, also choose:
Learn an ability from the Healer list OR Learn a skill from the Healer list
3 +1 Brains, also choose:
Robust Revive: Your revive effects also restore the target up to half their maximum SP.
OR
Herbalist: Whenever you make a discovery while on a journey, you receive a poultice.
4 +1 Fight, +1 to two Attributes, also choose:
+1 Fight & Counter OR +1 Health, Spirit, and Speed
5 +1 Destiny, also choose:
Preemptive Care: Once per rest, may use glory to restore 1 HP and grant a recovery check against injury or illness to each party member.
OR
Health Food: Any meals you cook also restore 1 HP when eaten.
6 Learn a skill from the Healer list, +1 to two Attributes, also choose:
Learn an ability from the Healer list OR +1 Damage
7 +1 Fight & Counter, also choose:
+1 Glory OR +1 Health
8 +1 Health, Glory, & Spirit; +1 to two Attributes, also choose:
Immediate Revive: May spend glory to revive an ally as a reaction when an adjacent ally is defeated.
OR
Inspiring Caretaker: When you help a character recover from an injury or illness, you both restore 1 glory.

See Also