Lifebinder Conclave
The line between necromancy and the restorative life energies of magic is thin and blurred. Where does the manipulation of life energies cross over into the dark art of necromancy, and when is it divine and pure? These questions are of no concern to rangers who follow the Lifebinder Conclave. Believing that life and death are two sides of the same coin, these warriors consider this energy tools to be used to either destroy their foes or heal their allies.
Conclave Spells
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Lifebinder Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Lifebinder Spells
Ranger Level | Spells |
---|---|
3rd | healing word, false life |
5th | aid, wither and bloom |
9th | revivify, vampiric touch |
13th | aura of life, blight |
17th | enervation, mass cure wounds |
Mystic Knowledge
At 3rd level, your conclave grants you the ancient knowledge of life and death. You gain proficiency in the the Medicine skill. If you already had proficiency in this skill, your proficiency bonus is doubled for any ability check you make that uses that skill.
Essence Shift
At 3rd level, when you join this Conclave, you gain access to a pool of energy known as Essence. This pool is represented by a number of d4s equal to your ranger level plus one. The maximum number of dice you can spend at once equals your Wisdom modifier
As a bonus action you can heal one creature you can see within 30 feet of you, spending dice from the pool. Roll the dice you spend, add them together, and restore a number of hit points equal to the amount rolled. The target also gains a number of temporary hit points equal to the total rolled.
Alternatively, whenever you hit a creature with an attack, you can spend dice from the pool. Roll the dice you spend, add them together, and deal additional necrotic damage to the creature equal to twice the amount rolled.
Your pool regains all expended dice when you finish a long rest.
Lifelink
At 7th level, you learn to weave together the life energies of allies and enemies alike. As a bonus action, choose a point you can see within 60 feet of you. A swirling sphere of necrotic and life energies swirl from that point in a 10 foot radius. Choose a number of creatures within the sphere equal to your Wisdom modifier to be marked as either lifebound or deathbound for 1 minute. You choose which mark to inflict each creature with individually when you use this feature. When any creature marked in this way takes damage, you can use your reaction to detonate the mark, dealing necrotic damage equal to 2d8 + your Wisdom modifier to all deathbound creatures and restoring hit points equal to 1d8 + your Wisdom modifier to all lifebound creatures. All marks then end. Once you have used this feature, you must complete a long rest before using it again.
The damage and healing dice of this feature increase at certain levels in this class, to 3d8 necrotic damage and 2d8 healing at 11th level, and 4d8 necrotic damage and and 3d8 healing at 15th level.
Whispers in Life and Death
At 11th level, your knowledge of life and death offers reassurance to those around you, giving comfort and peace in the finality of the afterlife. Whenever a creature within 30 feet of you expends and rolls one of their hit die, they can add your Wisdom modifier to the total rolled.
Additionally, you gain resistance to necrotic damage.
Resurgence
At 15th level your conclave teaches you an ancient ritual of balance between the realms of positive and negative energy. As an action, you choose any number of willing creatures you can see within 30 feet of you and redistribute their hit points to be perfectly equal rounded up. Any creatures at 0 hit points when you use this feature can use their reaction to immediately stand up. All affected creatures then gain temporary hit points equal to your ranger level.
Once you have used this feature, you must complete a long rest before using it again.