Aspect Codex

Healing

Healing is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.

HealingSpellcastingChargesMedicine

What This Aspect Does

Healing defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.

Power Links

42 separate powersReusable by characters, items, curses, and locations
Tier 0ActionAt-Will

Spare the Dying

Touch one living creature at 0 hit points. The target becomes stable. This power has no effect on Constructs or Undead.

Tier 0ActionAt-Will

Soothing Touch

Touch one willing creature. The target regains 1d4 hit points. A creature can benefit from this power once per short rest.

Tier 1ActionAt-Will

Cure Wounds

Touch one creature. The target regains 9 (2d8) hit points plus your WIS modifier.

Tier 1Bonus ActionAt-Will

Healing Word

Choose one creature you can see within range. The target regains 7 (1d8) hit points plus your WIS modifier.

Tier 1ActionAt-Will

Cleanse Wound

Touch one creature and end one bleeding, minor poison, or mundane infection effect on it if the effect is Tier 1 or lower. The target also regains hit points equal to your WIS modifier.

Tier 1ReactionAt-Will

Guarded Recovery

When a creature you can see within range regains hit points, it gains temporary hit points equal to your WIS modifier plus your proficiency bonus.

Tier 2ActionAt-Will

Lesser Restoration

Touch one creature and end one disease or one blinded, deafened, paralyzed, poisoned, or bleeding condition affecting it if the effect is Tier 2 or lower.

Tier 2ActionAt-Will

Aid

Choose up to three creatures within range. Each target’s current and maximum hit points increase by 5 for the duration.

Tier 2ActionAt-Will

Restorative Pulse

Creatures of your choice in the emanation regain 10 (3d6) hit points. A creature at 0 hit points that receives this healing also becomes stable before regaining hit points.

Tier 2ReactionAt-Will

Mender's Ward

When a creature you can see within range takes damage, reduce the damage by 2d8 + your WIS modifier. If the target is below half its hit point maximum, it also regains hit points equal to your WIS modifier.

Tier 3Bonus ActionAt-Will

Mass Healing Word

Choose up to six creatures you can see within range. Each target regains 11 (2d8) hit points plus your WIS modifier.

Tier 3Action1/Long Rest

Revivify

Touch one creature that died within the last minute. The target returns to life with 1 hit point. This cannot restore a creature that died of old age or whose body is missing vital organs.

Tier 3ActionAt-Will

Beacon of Hope

Choose creatures of your choice within range. For the duration, each target has advantage on WIS saving throws and death saving throws, and regains the maximum possible hit points from healing.

Tier 3ActionAt-Will

Purge Affliction

Touch one creature and end one charmed, frightened, poisoned, diseased, or cursed effect affecting it if the effect is Tier 3 or lower. The target regains 3d8 hit points if an effect ends this way.

Tier 4ActionAt-Will

Death Ward

Touch one creature. The first time the target would drop to 0 hit points before the effect ends, it drops to 1 hit point instead and the effect ends. If the target would die instantly without taking damage, that death is negated and the effect ends.

Tier 4ActionAt-Will

Greater Cure Wounds

Touch one creature. The target regains 27 (6d8) hit points plus your WIS modifier, and one bleeding effect on it ends.

Tier 4ActionAt-Will

Restorative Aura

When a creature of your choice starts its turn in the emanation below half its hit point maximum, it regains hit points equal to your WIS modifier. A creature can benefit from this aura once per round.

Tier 4ReactionAt-Will

Life Shield

When a creature you can see within range would be reduced to 0 hit points, reduce the triggering damage by 4d8 + your WIS modifier. If the target remains above 0 hit points, it gains temporary hit points equal to your WIS modifier.

Tier 5ActionAt-Will

Mass Cure Wounds

Choose up to six creatures in a 30-ft. radius centered on a point within range. Each target regains 31 (7d8) hit points plus your WIS modifier.

Tier 5ActionAt-Will

Greater Restoration

Touch one creature and end one charmed, petrified, cursed, exhaustion, ability reduction, or hit point maximum reduction effect affecting it if the effect is Tier 5 or lower.

Tier 51 Hour1/Long Rest

Raise Dead

Touch one creature that has been dead for no longer than 10 days. If the soul is willing and free, the creature returns to life with 1 hit point. This does not restore missing body parts or cure magical disease, curses, or poison.

Tier 5ReactionAt-Will

Shared Vitality

When a creature you can see within range regains hit points, choose a second creature within 30 ft. of it. The second creature regains hit points equal to half the healing received by the first creature.

Tier 6ActionAt-Will

Heal

Choose one creature within range. The target regains 70 hit points and ends blinded, deafened, diseased, and poisoned conditions affecting it.

Tier 6ActionAt-Will

Regenerative Body

Touch one creature. At the start of each of its turns for the duration, it regains hit points equal to 2d8 + your WIS modifier if it has at least 1 hit point.

Tier 6ActionAt-Will

Restoration Field

Creatures of your choice in the emanation have advantage on death saving throws and saving throws against disease, poison, paralysis, and petrification. When a target succeeds on one of those saves, it regains hit points equal to your WIS modifier.

Tier 6ReactionAt-Will

Life Reversal

When a creature you can see within range takes damage, reduce the damage by 6d8 + your WIS modifier. If this reduces the damage to 0, the target regains hit points equal to half the amount reduced.

Tier 7ActionAt-Will

Regenerate

Touch one creature. The target regains 40 hit points immediately and regains 1 hit point at the start of each of its turns for the duration while it has at least 1 hit point. Missing limbs or body parts regrow over 2 minutes.

Tier 71 Hour1/Long Rest

Resurrection

Touch one creature that has been dead for no longer than 100 years and did not die of old age. If the soul is willing and free, the creature returns to life with all hit points. This closes mortal wounds and restores missing body parts.

Tier 7PassiveAt-Will

Vital Dominion

Your Healing powers restore additional hit points equal to your WIS modifier once per target. When you stabilize a creature, it also regains 1 hit point.

Tier 7Action1/Long Rest

Mass Restoration

Choose up to six creatures within range. End one blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, diseased, or cursed effect on each target if the effect is Tier 7 or lower.

Tier 8ActionAt-Will

Panacea

Touch one creature. The target regains 80 hit points and ends all blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, diseased, cursed, exhaustion, and hit point maximum reduction effects affecting it if those effects are Tier 8 or lower.

Tier 8Bonus ActionAt-Will

Life Avatar

For the duration, your Healing powers restore additional hit points equal to 2d8, you have resistance to necrotic damage, and you have advantage on death saving throws.

Tier 8ActionAt-Will

Mass Heal Wave

Distribute 120 hit points among any number of creatures you can see within range. This healing also ends blinded, deafened, and poisoned conditions on each creature that receives at least 10 hit points.

Tier 8Reaction1/Long Rest

Perfect Reprieve

When a creature you can see within range would drop to 0 hit points or die, it drops to 1 hit point instead, ends one condition of Tier 8 or lower affecting it, and regains hit points equal to 8d8 + your WIS modifier.

Tier 91 Hour1/Long Rest

True Resurrection

Touch one creature that has been dead for no longer than 200 years and did not die of old age. If the soul is willing and free, the creature returns to life with all hit points, missing body parts restored, and major diseases, curses, and poisons removed.

Tier 9Action1/Long Rest

Perfect Restoration

Touch one creature. End all conditions, curses, diseases, poisons, exhaustion, ability reductions, petrification, and hit point maximum reductions affecting it if those effects are Tier 9 or lower. The target regains 100 hit points.

Tier 9ActionAt-Will

Sanctuary of Life

Creatures of your choice in the emanation cannot have their hit point maximum reduced, have advantage on death saving throws, and regain hit points equal to your WIS modifier at the start of each of their turns while below half hit points.

Tier 9Reaction1/Long Rest

Death Reversal

When a creature you can see within range dies, restore it to life with 1 hit point if its soul is willing and free. The creature immediately regains additional hit points equal to 10d10 + your WIS modifier.

Tier 10PassiveAt-Will

Life Sovereign

Your Healing powers restore additional hit points equal to 2d8 once per target, and your Healing powers can affect creatures normally immune to healing unless they are unwilling.

Tier 10Action1/Long Rest

Absolute Healing

Choose up to six creatures within range. Each target regains 150 hit points, ends all conditions and Tier 10 or lower harmful effects affecting it, and gains resistance to all damage until the start of your next turn.

Tier 101 Hour1/Long Rest

Restore Body and Soul

Touch one willing soul or creature known to you that died within the last 500 years and did not die of old age. The target returns to life with all hit points, a fully restored body, and all harmful conditions and curses removed.

Tier 10Action1/Ever

Miracle of Life

Choose any number of willing creatures within range. Each target is restored to full hit points, ends all harmful conditions and Tier 10 or lower harmful effects, and one dead creature within range may return to life with full hit points if its soul is willing and free.

Characters With This Aspect