WIP: Still Writing more Maneuvers & Stances. Still need more options for the tactical feat.
I have found that there is a Homebrew Discipline for just about anything anymore. Want to be a Blaster? There’s a discipline for that. Want to be an inspirational buffer? There’s a discipline for that. Want to dispel everything you come across? There’s a discipline for that.
One thing that there isn’t, though, is a way to be an effective healer for the party of anything more than hit points.
Which is a pathetic thing, considering how often people want to use Crusader-hitting-the-ground for healing. You would think there would be more attention to other healing needs.
I have been an EMT-B. I worked a MCI (Multiple Casualty Incident). There were a bunch of Paramedics there. One, her day job was in the ER. Another, he was only a volunteer when he was home; otherwise, he was a Medic in the Marines. Yet, the only things in D&D that can let you do what these people do is divine magic. Bullocks, I say.
That said, this isn't meant to be realistic, because that wouldn't be playable. Characters already naturally heal in ways that aren't realistic. This isn't meant to be a mundane Healer, either, and will only have “Heal: the maneuver” as its 9th level. And, while it will have Resuscitate, which is modeled off of Revivify, that will be its only means to bring back the dead (and quite the oddity, being a maneuver with an expensive material component).
Not real, but not fantastic either: reality exaggerated is the goal.
Now, have the Bard play “Suicide is Painless”, and lets stitch these people up.
If you are reviewing this, because you have been asked if one of your players can use this, I’ll make this easy for you.
If you have a problem with Dread Necromancers or Crusaders healing 1d6 per round for their allies, you will have a problem with this.
What this discipline does is take that concept of healing completely, out-of-battle, and then adds healing status effects, ability damage, and the like, to what you don’t carry over between encounters.
If you want your players to carry their wounds & statuses with them from one encounter to the next, don’t let them use this.
If you like the idea that they can take a few minutes in-character to completely restore themselves in between battles, then this should be okay.
Spirit of Life
Associated skill: Heal
Discipline “weapons”: Chirurgeon’s Tools.
Spirit of Life is a Discipline unlike those that were taught at the Temple of Nine Swords. Spirit of Life is a discipline designed to keep others alive through treating their wounds.
In a long ago forgotten war, there was a group of Healers who were forced into combat, violating their vows and making them lose their healing magic. Unwilling to lay down the mantle of being a healer, and unwilling to take back up a version of the path that was so easily broken before, they decided to attempt a new method. Studying the workings of the body, they trained themselves and developed tools for their training. Thus was born a martial path that encouraged life to blossom in defiance of wounds: Spirit of Life.
Spirit of Life can be learned by either Crusaders or Swordsages, swapping out one of their disciplines for Spirit of life at 1st level of the class. Warblades are too focused on their path of study to learn this discipline.
Spirit of Life depends on working with the body of the target in order to heal effects, and thus its maneuvers do not normally work on Undead, Constructs, Elementals or Oozes.
Unlike other disciplines, Spirit of Life requires the use of Chirurgeon’s Tools for its maneuvers, unless the maneuver itself says otherwise. Attempting to use a maneuver that does not require a Heal check fails if you are not properly equipped. Using a maneuver that does require a check can be attempted, but you take a -10 penalty on the check. Using Chirurgeon’s Tools requires you have at least one hand free.
Spirit of Life Strikes all provoke Attacks of Opportunity, but taking damage does not interrupt the use of the maneuver. If an attack causes you to lose the ability to take actions or move, then the maneuver fails, but is still expended.
Mundane GearChirurgeon’s Tools: Chirurgeon’s Tools are a collection of various medical tools: small sharp knives, various splints, various bandage wraps made of washable materials, forceps, clamps, tweezers, scissors, acupuncture needles, suturing needles, and so on. The Chirurgeon’s Tools are worn in a Vest, Belt & Bandoleer, or other arrangement so as to keep the tools needed at hand.
Special: A set of Chirurgeon’s Tools and a Healers Kit may be used together out of battle (gaining any bonuses from each), but the extra manipulations of adding in the extra bandaging, ointments, and other beneficial extras from the Healers Kit is not possible in combat.
Masterwork Chirurgeon’s Tools: As Chirurgeon’s Tools, but these are better crafted, and more complete. These grant a +2 circumstance benefit when using them for a Heal check.
Greater Healer’s Kit: As a healers kit, except that the bandages are made of cloth that is both cleaner and stronger, the herbs were selected more carefully and turned to extracts, and the salves are likewise made of stronger chemicals. A Greater Healer’s Kit grants a +4 circumstance bonus on Heal checks when used. A Greater Healer’s Kit is exhausted after 10 uses.
New Wondrous ItemsReplenishing Healer’s Kit: This is a basic Healer’s Kit, for all seeming, except that any materials removed are instantly replenished in the Kit. Therefore, this Healer’s Kit is not exhausted after 10 uses.
Requires: Caster Level 7;
Minor Creation.
Replenishing Greater Healer’s Kit: This is a basic Healer’s Kit, for all seeming, except that any materials removed are instantly replenished in the Kit. Therefore, this Healer’s Kit is not exhausted after 10 uses.
Requires: Caster Level 7;
Minor Creation.
Costs Item | Cost | Weight |
Chirurgeon’s Tools | 15 gp | 3 lb. |
Masterwork Chirurgeon’s Tools | 75 gp | 3 lb. |
Greater Healer’s Kit | 150 gp | 2 lb. |
Replenishing Healer’s Kit | 250 gp | 1 lb. |
Replenishing Greater Healer’s Kit | 750 gp | 2 lb. |
New FeatsField Medic Training [General]Prerequisites: Heal 1 rank, one Spirit of Life maneuver
Benefit: While in a Spirit of Life stance you gain the ability to use a Healers Kit along with your Chirurgeon’s Tools, gaining the benefits of both, even in battle.
Battle Medic [Tactical]Prerequisites: Field Medic Training, Heal 8 ranks, three Spirit of Life maneuvers.
Benefit: The Battle Medic feat enables the use of three tactical options.
- Leave my Patient Alone: When a melee attack with a non-reach weapon hits a person whom you are adjacent to, and have used a Spirit of Life strike on as your previous action, you may lash out at the attacker with your Chirurgeon’s Tools. This deals damage as if using a dagger one size smaller than you (1d3 if Medium), and only gains one half your Str Mod, but it gains bonus damage equal to ½ your ranks in Heal. Creatures immune to critical hits or Sneak Attack do not take this bonus damage. Using this ability is an immediate action.
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Maneuver and Stance listLevel 1:I Know What I’m Doing: Stance - Gain your Int to your Heal checks.
Knit the Wound: Strike - Convert lethal damage non-lethal with a Heal check.
Aided Recovery: Strike - Cause the body to recover form wounds quickly.
Anatomical Study: Boost - Gain bonus on Heal checks based on knowledge of the patient’s race.
Level 2:Letting the Blood: Strike - Remove Poison and Disease.
Sensory Reset: Strike - Use medicine to clear the head of deleterious effects.
Toughen Up!: Counter - Use your medicinal abilities to prevent an ally's body from being compromised.
Level 3:Stance 3A??Stance 3B*??Basic Aid: Strike - Spend time healing some of an ally's wounds.
Keep your Bearings!: Counter - Use your medicinal abilities to prevent an ally's mind from being compromised.
Maneuver 3C*??Level 4:Maneuver 4A??Maneuver 4B??Maneuver 4C*??Level 5:Studied Anatomy: Stance - Gain the ability to heal creatures that you normally couldn’t.
Resuscitate: Strike - Bring ally back from the brink of death.
Maneuver 5B??Maneuver 5C*??Level 6:Maneuver 6A??Maneuver 6B??Maneuver 6C*??Level 7:Maneuver 6A??Maneuver 6B??Level 8:Zen of the Healer: Stance - Gain resistance to effects against your physical and mental health.
Maneuver 8A??Maneuver 8B??*Level 9:Total Recuperation: Heal one ally of great amounts of damage, and many detrimental statuses.
(* = is not needed for 'completion')