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Happy Healper

Wondrous item, rare
  When the wards are packed, healpers are deployed. These temporarily-sentient constructs act as an extra pair of hands for an overwhelmed sister of the Night Hospitaller, administering aid and stabilising those on the brink of death.
  As an action while you hold the healper, you can speak the command phrase “Healp! Healp!” followed by a short instruction (see below). The bundle of alchemical paraphernalia springs into life for the next minute. It is a tiny construct with AC 13, 10 hit points, a walking speed of 30 feet, a Strength of 3, immunity to poison and psychic damage, immunity to all conditions except grappled and restrained, and it can't attack. If it drops to 0 hit points, it smashes and can’t be used again. It has 3 charges, and regains 1d3 expended charges daily at dawn.
  The healper takes its turn immediately after the creature who summoned it. As part of the action to summon it, and as a bonus action on subsequent turns, you can give it one of the following instructions:
  • Stabilise (0 charges). As an action, the healper casts the spare the dying cantrip on a creature within its reach.
  • Heal (1 charge). As an action, the healper pours a draught of healing potion into a willing creature’s mouth, restoring 2d4 + 2 hit points to the creature.
  • Restore (2 charges). As an action, the healper performs a minor surgery on a willing creature within its reach, ending one of the following conditions: blinded, deafened, paralyzed, or poisoned.
  Very rare variant: The healper has a speed of 45 feet, and AC of 16, and 25 hit points. Heal restores 4d4 + 4 hit points. Restore can end the charmed condition, remove one effect reducing the target’s hit points maximum, or reduce the target’s exhaustion level by 1.
  Legendary variant: The healper has a speed of 60 feet, and AC of 19, and 50 hit points. Heal restores 8d4 + 8 hit points. Restore can end the charmed or petrified conditions, remove one curse effect, undo any reduction to one of the target’s ability scores, remove one effect reducing the target’s hit points maximum, or reduce the target’s exhaustion level by 1.

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