Custom Content for Homebrew tabletop and D&D campaigns

A healer first and foremost, Restoration Mages also provide utility to their party. These healers primarily cast healing over time effects, allowing them to protect the entire group on-going - providing greater support when the party is taking heavy AoE damage.

Passive:


Lifebloom:
Any heal over time effects you cast on yourself do not expire until you are at full health.

Cultivation:
When healing someone below half health your healing spell is doubled.

Inner Peace:
If you only casted healing spells last turn you gain an extra free action this turn.

Living Seed:
Whenever you crit heal a target, they gain a living seed. Living seed lasts until used or the end of combat. While holding a living seed, the next attack that player takes causes it to bloom and heal then D6 over D6 rounds.

Nature’s Guardian:
While outdoors you roll an extra D4 when healing.

Free Action:


Nature Ward:
Protect a friendly target with a Nature Ward. The next attack is absorbed by the ward, at which point it is removed.

Renewal:
Instantly heal yourself for 10% of your maximum health. This is usable once per day.

Soul of the Forest:
Your next Heal over Time effect has its entire amount applied to the target instantly.

Flourish:
Extend the next heal over time effect by D6 rounds

Germination:
Cause your next heal over time effect to jump to a second target within melee range of the first.

Innervate:
You may cast an additional healing spell / ability if you sacrifice your movement each turn for the next D4 rounds.

Barkskin:
Reduces damage you take by 20% for D6 turns.

Soothe:
Dispel any enrage effects on a target.

Hibernate:
Put an enemy beast or animal to sleep for D6 rounds. Any damage they take interrupts this effect.

Nature’s Cure:
Remove all magic, curse, and poison effects from a friendly target. Usable once per fight.

Ability:

Tree of Life:
Plant roots and transform into a life-giving tree. You may not move, or take any additional actions other than healing for D6 turns. However, your healing effects are doubled and you gain 100 armor.

Rejuvenation:
Heal D10 for D4 rounds. This may not be active on more than one target at a time.

Wild Growth:
Heal D6 for D6 rounds. This may be active on multiple targets at the same time.

Swiftmend:
Heal a target for D20. This has a D4 round cooldown.

Lifebloom:
Heal D4 for D4 rounds. When this spell expires heal for the entire amount instantly. This may not be active on more than one target at a time.

Regrowth:
Heal a target for D10 instantly and an additional D4 for D4 rounds.

Efflorescence:
Create a 5 x 5 square area of healing. Anyone who stands inside it takes D6 healing on their turn. Lasts D6 rounds.

Rebirth:
Instantly resurrects a party member with half health. Useable in combat once per day.

Tranquility:
Channel a healing spell for D4 turns. You may not take any other actions during this time but you may continue moving. Heal friendly targets for D8 per round.