Remedist

"Before the study of magic brought healing through spells and incantations, humanity endured a dark age marked by hardship, war, and disease. In those early days, when no arcane aid could mend wounds or cure plagues, the Remedists emerged — pioneers of medicine and science who took healing into their own hands. Through the study of herbs, anatomy, and early chemistry, they provided solutions to both immediate injuries and long-term ailments. Without magic, they offered hope through knowledge, and their legacy endures as the foundation upon which modern healing — magical or otherwise — is built."

The Remedists specializes in healing with little to no knowledge of magic whatsoever. They use medicines, practical tools to heal, herbs, and antidotes. Although they need not the knowledge of magic, their study is rigorous, and thus requires one to be of high intelligence in order to use their abilities properly. A brute high in strength but low on knowledge would make an inefficient Remedist.

Abilities:

Topical Heal – Heals an ally within melee range for a small amount of HP plus a bonus of your Intelligence stat. This will also roll to remove a physical negative status effect, like poison or slow.

Injected Heal – Heals an ally within melee range for a medium amount of HP plus a bonus of your intelligence stat, but rolls to inflict Daze.

Compressive Heal (Reaction) - You may use a reaction to heal an ally that was just attacked for a small to medium amount of health plus a bonus of your Intelligence stat.

Antibody Protocol (Reaction) – If an enemy casts a healing spell, you may use this reaction to cancel out their spell. Depending on an Intelligence roll, you may instead redirect the healing spell to an ally.

Inoculated Resolve (Passive) - You are immune to Blindness, and have resistance to Poison, Acid, and Disease.

The Cure – You crush a bouqet of herbs that will release an anti-poison scent. In a medium radius, this scent will heal any nearby creature of any poisons or diseases.

Prescription Kit – During a long rest at camp, you may prepare three prescription medications to be used as Bonus Actions the following day:

Stimulant 24 – Target is healed and Hasted.

Pain-Eater Pill – Target becomes immune to Stun, Dazed, and Prone for 5 turns.

Revivigrain – Target is revived with 1 HP and gains an extra action immediately.

Sterile Field – You summon a medium AOE of sterile ground, preventing disease or poison from taking place within, and healing allies for a small amount per turn.

Ultimate Ability – Clinical Reversion – You cause all enemy attacks or offensive spells to also heal all allies for a small amount + Intelligence Bonus for 3 turns. During these 3 turns, healing spells cast by enemies turn into Necrotic damage instead, and heal the party for a large amount of HP.

Type: Support

Weapon/Tool: Remedist's Codex

Origin: Invitacerna

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