Mender (5e Class)

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Mender[edit]

Healer to the End[edit]

An elf races across the ground to her fallen companion, injecting him with the ability to get back up and fight again. Menders are usually compassionate supporters of their comrades, Giving them extra power so that they can fight well.

Creating a Mender[edit]


Quick Build

You can make a Mender quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose 2 hand crossbows and a shortsword.

Spell Note

The spells you obtain in this class are at the bottom of the page. They do not require material components. Your spellcasting modifier is your proficiency bonus + Wisdom modifier. Your Spell Save DC is 8 + your proficiency bonus + your Wisdom modifier.

Class Features

As a Mender you gain the following class features.

Hit Points

Hit Dice: 1d10 per Mender level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Mender level after 1st

Proficiencies

Armor: Light Armor, Medium Armor, Shields
Weapons: All ranged weapons, Shortswords, Daggers
Tools: Doctor's Kit
Saving Throws: Wisdom, Dexterity
Skills: Choose two from Insight, History, Animal Handling, Persuasion, or Perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Mender

Level Proficiency
Bonus
Heal Energy Features
1st +2 5 Heal Energy, Doctor's Knowledge
2nd +2 10 Subclass Feature, The Power of Medicine
3rd +2 15 Cantrips
4th +2 20 Ability Score Improvement
5th +3 25 Subclass Feature
6th +3 30 Heal Energy Upgrade, Holy Shield
7th +3 40
8th +3 45 Ability Score Improvement, Subclass Feature
9th +4 50 Revive
10th +4 60
11th +4 65 Life Drain
12th +4 70 Ability Score Improvement, Subclass Feature
13th +5 75 Heal Energy Upgrade
14th +5 90 Heal Energy Regeneration
15th +5 100
16th +5 115 Ability Score Improvement
17th +6 120 Subclass Feature
18th +6 130 True Ressurection
19th +6 140 Ability Score Improvement
20th +6 150 The Anger of the Healer


Heal Energy[edit]

At 1st Level, you can use your action to heal a number of hit points equal to the amount shown on the table. You can use this ability on another ally within 10ft of yourself or you can use this on yourself. You do not have to use all of your Heal energy at once. You cannot heal more than 30 hit points in one action. Also, at level 6, you can expend Heal energy as a reaction. You regain all spent Heal Energy at the end of a long rest. Also, at level 13, You can spend 50 heal energy in one turn instead of 30.

Doctor's Knowledge[edit]

At 1st Level, you have learned the very important techniques of a doctor. Your Doctor's kit can be used as a Healer's kit with unlimited uses. If you lose your Doctor's kit, you can make a new one by obtaining a Healer's kit with at least 5 uses left. Then it will take 2 hours and 10 gold pieces to convert the Healer's kit into a Doctor's kit. Also, you have proficiency in Medicine and you can double your modifier for checks made with Medicine.

The Power of Medicine[edit]

At 2nd Level, You can use your Doctor's kit to Heal an ally 1d4 + Medicine modifier twice per long rest. You can also cure any diseases affecting your allies. Neither of these abilities can be used during combat.

Subclass Feature[edit]

At 2nd level, you chose a Path. Choose between Supporter path or Weakener path, both are detailed at the end of the class description. Your choice grants you features at 2nd level and again at 5th Level, 8th Level, 12th Level, and 17th Level.

Cantrips[edit]

At 3rd level, You have harnessed your healing powers into magic. You gain the Cantrips Resistance, Guidance, and Sacred Flame.

Ability Score Increase[edit]

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.

Holy Shield[edit]

at 6th level, your love of your companions motivates you to protect them further. You can cast Sheild of Faith a number of times equal to your Wisdom modifier per long rest (minimum of 1 time).

Revive[edit]

at 9th Level, You begin to understand the practice of reviving. You can cast the spell Revivify a number of times equal to your Wisdom modifier per long rest (minimum of 1 time).

Life Drain[edit]

At 11th Level, You gain the ability to drain Hit Points from your foes. After making a successful attack, you can spend a bonus action to also inflict 3d10 necrotic damage to the enemy. When you deal this damage to the target, you gain temporary Hit points equal to half the damage dealt in that attack + your Wisdom modifier. You can use this ability twice per long rest.

Heal Energy Regeneration[edit]

At 14th Level, you have become so skilled at using Heal Energy that you can now regenerate it. You regenerate an amount of Heal Energy equal to half of your Wisdom Modifier at the start of your turn while in combat.

True Resurrection[edit]

At 18th level, your magic powers have reached their peak. You can cast the spell True Resurrection once per long rest

The Anger of the Healer[edit]

At level 20, all the anger that is bottled up inside you now explodes out in the form of the Ancient Dragons. You can now summon an Ancient White Dragon With an AC of 18 And a total amount of hit points equal to 200. It stays until it dies. You and your dragon share your turn. You can use this ability once per day. You can have only one dragon alive at a time

Supporter Path[edit]

The Supporter Path is a Path used to empower your allies with special abilities.

Courageous

At 2nd Level, you have gained the ability to empower your allies with courageous perseverance. As a bonus action, choose one target within 10ft of you. The target gains Temporary hit points equal to your Total Level + your Wisdom modifier. You can use this ability once per long rest.

Empowered Cantrips

At 5th Level, the die you and your allies are able to receive from the Cantrips Resistance and Guidance is now a d6

Empowering Aura

At 8th Level, When An ally is within 30ft of you, They have a +2 Bonus to their AC.

The Perfect Courage

At 12th Level, your Courageous ability is upgraded. You can now use this ability a number of times equal to your Wisdom modifier (minimum of 1). It now also gives the target triple the temporary hit points.

Aura of Power

At 17th level, Your Empowering Arua is upgraded. It now gives a +4 bonus to AC.

Weakener Path[edit]

Weakeners use their powers to take away powers from the enemies

Weakening Blast

At 2nd Level, you can shoot a blast of weakness at an enemy you can see. That enemy rolls a d4 and subtracts the result from the next ability check, attack roll, or saving throw it makes. This takes an action and you can only do it once per long rest.

Weakening Aura

At 5th Level, When an enemy is within 30ft of you, They have a -1 to their AC.

Empowering the Weak

At 8th Level, When there is an ally within 30ft of you who would have disadvantage on an Ability check, Saving throw, or Attack roll, you can spend your reaction to give them advantage on the roll instead. You can do this a number of times equal to your Wisdom Modifier per long rest (minimum of 1 time).

The Strengthened Weakener

At 12th Level, Your Weakening blast is upgraded. Now, the target rolls a d6 and subtracts it from the next ability check, attack roll, or saving throw it makes. You can also use this ability a number of times equal to 1 + your Wisdom modifier (minimum of 2 times).

The Empowered Weakener

At 17th Level, Your Weakening aura is upgraded. It now gives the enemy -2 AC, and it also gives the enemy disadvantage on any d20 roll they make.

Spells Descriptions[edit]

Guidance

Divination cantrip Casting time: 1 action Range: Touch Components: V, S Duration: 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.


Resistance

Abjuration cantrip Casting time: 1 action Range: Touch Components: V, S, Duration: 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.


Sacred Flame

Evocation cantrip Casting time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


Shield of Faith

1st-level abjuration Casting time: 1 bonus action Range: 60 feet Components: V, S, Duration: 10 minutes A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.


Revivify

3rd-level necromancy Casting time: 1 action Range: Touch Components: V, S, Duration: Instantaneous You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.


True Resurrection

9th level necromancy Casting Time: 1 hour Range: Touch Components: V S Duration: Instantaneous You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. The spell can even provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Mender class, you must meet these prerequisites: Wisdom 12, Dexterity 12

Proficiencies. When you multiclass into the Mender class, you gain the following proficiencies: Light Armor, Medium Armor, Simple Ranged Weapons



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