Heroes Never Die!- New Sorcerous Origin: Caduceus Guardian
Today, I have a gift for you sorcerers and Mercy mains out there. I understand that when one plays with healing and damage mechanics, people get nervous. I hope this subclass will satisfy. Without further ado: Sorcerous Origin: Caduceus Guardian
There are some sorcerers that have a natural connection to the plane of Positive Energy. These sorcerers generally use this connection to heal others, and bolster the strength of their allies. While these sorcerers can wield the same magicks that other sorcerers can, they tend to selflessly aid those around them for the greater good. A single powerful caduceus guardian can change the result of a battle in the blink of an eye.
Healing Tether
You invest your concentration on your natural healing ability to maintain your healing magic for longer periods of time and from farther away. Beginning at 1st level, you add cure wounds to your list of spells known and it does not count towards your number of spells known. When you cast cure wounds, you may cast it targeting another creature within of 30 feet with a duration of concentration with a maximum duration of a minute. While you concentrate on the spell, you may use your action to heal the target for a number of hit points equal to your Charisma modifier + your sorcerer level. As a bonus action you may change the target of the spell to another creature other than yourself, within 30 feet of the first creature.
Damage Tether
Aside from healing your allies, you can also charge your positive energy to bolster their attacks. Starting at 1st level, while you concentrate on cure wounds with your Healing Tether feature, rather than healing the creature with your action, you may instead use your action to grant a bonus damage is equal to your Charisma modifier + your sorcerer level to the next attack it makes.
Guardian Angel
Beginning at 6th level, you can use your control of positive energy to boost you across the battlefield to hasten the rescue of your allies. As a bonus action, you may spend a sorcery point to fly up to 90 feet towards a creature that is friendly to you, when you end this movement, if you are not on a horizontal surface, you fall.In addition, you are always under the effects of the feather fall spell.
Well of Vitality Your connection to the force that is positive energy constantly rejuvenates you. Starting at 14th level, as long as you have sorcery points available, at the start of your turn, if you did not take any damage since the end of your last turn, you regain 2d6 hit points.
Restoring Rally
When all seems lost, and your allies fallen, you can restore hope and life to the battlefield. Beginning at 18th, level, you can use a bonus action to cast mass heal without expending a spell slot. Once you use this feature, you must complete a long rest before you can use it again.
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