Healers
Cleric (5): Clerics are people of worship who use the power of the gods to wield divine magic. They are kind and will try their hardest to keep things in their group calm and orderly. Their magic is all about healing.
Cannot wear class four or greater armor, cannot wield class four or greater weapons.
Level 1: Heal Wound 5/day (touch a wound and heal it. If you heal a lethal wound, it also wakes the person. If you heal a limb, that person may use that limb. This ability requires twenty five words to use)
Level 2: Heal Wound +5/day
Level 3: Raise Dead 3/day (touch a person to heal all their wounds, and if they were unconscious or dead, they are no longer. This ability requires twenty five words to use)
Level 4: Raise Dead +3/day
Level 5: Rise and Fight 1/day (everyone other than you who can hear you heals all their wounds, and if they were unconscious or dead, they are no longer. You must say "All within the sound of my voice, rise and fight" when you use this ability)
Medic (2): Medics are common folk skilled in the art of healing. While they aren't powerful, they can keep your party alive until they can be healed. Medics often have other talents, but medicine is always something that sets them apart.
No weapon or armor restrictions.
Level 1: Stabilize Person (extend a persons bleed time by sixty minutes. This can only be used once on a body)
Level 2: First Aid (five minutes to heal a wound. If you heal a lethal wound, it also wakes that person. If you heal a limb, that person may use that limb)
Level 3: Create Heal Wound (five minutes to make a potion that when it's drunk, it heals a wound of the receivers choice. If you heal a lethal wound, it also wakes that person. If you heal a limb, that person may use that limb)
Level 4: Cure Magical Wounds (you can heal wounds protected by magic as you would another wound)
Level 5: Create Raise Dead (five minutes to make a potion that when it's drunk, it heals all their wounds, and if they were unconscious or dead, they are no longer)
Ranger (3): Rangers are skilled in nature. They use nature to their advantage over their opponents. They can thrive alone in nature and support a small party singlehandedly.
Cannot wear class three or greater armor, cannot wield class three or greater weapons.
Level 1: Find Way (you never get lost while in the wild)
Level 2: Create Heal Wound (five minutes to make a potion that when it's drunk, it heals a wound of the receivers choice. If you heal a lethal wound, it also wakes that person. If you heal a limb, that person may use that limb)
Level 3: Speak With Nature (you can speak with non-sentient plants and animals)
Level 4: Create Raise Dead (five minutes to make a potion that when it's drunk, it heals all their wounds, and if they were unconscious or dead, they are no longer)
Level 5: Become Treefolk (Your race is now treefolk in addition to your current race. You have +3 armor, vulnerability to fire and axes, cannot wear armor, and require leaves for costuming.)
Cannot wear class four or greater armor, cannot wield class four or greater weapons.
Level 1: Heal Wound 5/day (touch a wound and heal it. If you heal a lethal wound, it also wakes the person. If you heal a limb, that person may use that limb. This ability requires twenty five words to use)
Level 2: Heal Wound +5/day
Level 3: Raise Dead 3/day (touch a person to heal all their wounds, and if they were unconscious or dead, they are no longer. This ability requires twenty five words to use)
Level 4: Raise Dead +3/day
Level 5: Rise and Fight 1/day (everyone other than you who can hear you heals all their wounds, and if they were unconscious or dead, they are no longer. You must say "All within the sound of my voice, rise and fight" when you use this ability)
Medic (2): Medics are common folk skilled in the art of healing. While they aren't powerful, they can keep your party alive until they can be healed. Medics often have other talents, but medicine is always something that sets them apart.
No weapon or armor restrictions.
Level 1: Stabilize Person (extend a persons bleed time by sixty minutes. This can only be used once on a body)
Level 2: First Aid (five minutes to heal a wound. If you heal a lethal wound, it also wakes that person. If you heal a limb, that person may use that limb)
Level 3: Create Heal Wound (five minutes to make a potion that when it's drunk, it heals a wound of the receivers choice. If you heal a lethal wound, it also wakes that person. If you heal a limb, that person may use that limb)
Level 4: Cure Magical Wounds (you can heal wounds protected by magic as you would another wound)
Level 5: Create Raise Dead (five minutes to make a potion that when it's drunk, it heals all their wounds, and if they were unconscious or dead, they are no longer)
Ranger (3): Rangers are skilled in nature. They use nature to their advantage over their opponents. They can thrive alone in nature and support a small party singlehandedly.
Cannot wear class three or greater armor, cannot wield class three or greater weapons.
Level 1: Find Way (you never get lost while in the wild)
Level 2: Create Heal Wound (five minutes to make a potion that when it's drunk, it heals a wound of the receivers choice. If you heal a lethal wound, it also wakes that person. If you heal a limb, that person may use that limb)
Level 3: Speak With Nature (you can speak with non-sentient plants and animals)
Level 4: Create Raise Dead (five minutes to make a potion that when it's drunk, it heals all their wounds, and if they were unconscious or dead, they are no longer)
Level 5: Become Treefolk (Your race is now treefolk in addition to your current race. You have +3 armor, vulnerability to fire and axes, cannot wear armor, and require leaves for costuming.)