1. Abilities

Priest: Tranquil

The Priests of the Tranquil are those that focus on healing. They devote themselves to the arts of field medicine, magical healing, and soul support. Whether it be the physical body, the mind, or the soul, they seek to mend any wound they can get their hands on.

RESTORATIVE ENERGY

Starting at 3rd level, whenever you cast a level 1 or higher spell that restores hit points, the target also regains a number of hit points equal to your Faith Die plus the level of the spell.

SURGE OF HEALING

At 6th level, you gain a new Theurgic Boon.

Whenever you cast a healing spell, you can spend a Theurgy point as a bonus action to allow a portion of the energy to split off from the original spell to transmit healing power to a number of creatures, of your choice, equal to your Wisdom modifier, that are within 60 ft. of you. These creatures regain hit points equal to your Faith Die.

At 10th level, the Potent version of this Boon creates a perpetual effect. The amount of healing received from this Boon recurs each turn, for five turns.

If this healing heals in excess of the maximum hit points of the target, the excess healing becomes temporary hit points.

BLESSING OF THE HEALER

Starting at 10th level, whenever you cast a spell that restores hit points to a creature, you can also choose to end one condition that causes that creature to be charmed, frightened, paralyzed, stunned, diseased, or poisoned.

BLESSING OF THE ENDURING

At 14th level, the inspiration and bolstering love you feel from your deity gives you the stamina to withstand whatever foils the forces of evil might employ. Whenever you are reduced to 0 hit points, your faith in your deity instead restores you to half your maximum hit points.

Once you use this ability, you can't use it again until you finish a long rest.

When this feature is used, you gain immunity to poison and disease for 1 hour.

BLESSING OF THE IMMORTAL

At 18th level, you no longer age and you cannot be magically aged. You also no longer need to eat, breathe, or sleep, needing only 8 hours of light activity to gain the benefits of a long rest.

In addition, whenever you restore hit points to a creature, you gain a number of temporary hit points equal to the amount restored.

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