Altruist

 

  Completely dedicated to helping others and supporting the greater good, Altruists are loved by all.

Class: Altruist

Class Features

As an Altruist, you gain the following class features

Hit Points

  • Hit Dice: 1d4 per Altruist level
  • Hit Points at 1st Level: 4 + your Constitution modifier
  • Hit Points at Higher Levels: 1d4 (or 3) + your Constitution modifier per Altruist level after 1st

Proficiencies

  • Armor: Light Armor, Shields
  • Weapons: Simple Weapons
  • Tools: none
  • Saving Throws: Intelligence, Wisdom, and Charisma
  • Skills: Choose four from Investigation, Religion, Insight, Medicine, Perception, Performance, Nature, Animal Handling

Primary Manipulation Ability: Wisdom

Renown Gained Per Level: 25

 

Level

Prof. Bonus

Features

Energy Points (EP)

Healing Powers Known

1

+2

Power Use, Non-Threatening, Care for others

12

3

2

+2

Altruist Aid

14

4

3

+2

Altruist Bond

16

5

4

+2

Truce, Ability Score Improvement, Stored Healing

18

5

5

+3

Altruist Bond

21

6

6

+3

Sensitive, Strength Shield

24

7

7

+3

Altruist Bond 

27

8

8

+3

Ability Score Improvement

31

8

9

+4

Altruist Bond, Stored Healing

35

9

10

+4

39

10

11

+4

Altruist Bond

44

11

12

+4

Non-Threatening

49

11

13

+5

Altruist Bond, Ability Score Improvement

54

12

14

+5

Shared Suffering, Stored Healing

60

13

15

+5

Altruist Bond

66

14 

16

+5

Ability Score Improvement

72

14

17

+6

79

15

18

+6

Stored Healing

86

16

19

+6

Ability Score Improvement

93

17

20

+6

Altruist Sacrifice

101

17

 

Power Use

Starting at the 1st level you gain the ability to use Healing Powers. 

 

Care for others

An Altruist only uses physical confrontation as a last resort. You have disadvantage on all attacks made with melee and ranged weapons

An Altruist selflessly cares for others. When an Altruist uses a Power to help a creature other than themself they may increase the maximum number of EP they are allowed to use on that Power by 1.

 

Non-Threatening 

All attacks targeting you have disadvantage. 

At the 12th level, in addition to having disadvantage on attacks against you, creatures must first succeed on a Wisdom save in order to even attempt to target you (save DC = 8 + your proficiency bonus + your Wisdom modifier). 



Altruist Aid

When using this feature you may use the Help action as a bonus action to aid a single creature that is within range of your Non-Threatening Aura.

 

Altruist Bond

At the 3rd level, the Altruist can place a bond on any willing creature through a 10-minute ritual. Once the bond has been placed it is permanent, until the bond is removed by the Altruist as a free action or the Altruist dies. The bond allows the Altruist to use any Power on the bonded creature as if the Altruist was touching the creature, as long as the creature is within 120 ft and can be seen by the Altruist. The Altruist may only place a bond on 1 creature at a time.

  • At the 5th level, anytime a bonded creature uses a Power that requires them to use EP you may, as reaction action, choose to use your EP instead.
  • At the 7th level the Altruist may bond 2 willing creatures at the same time.
  • At the 9th level the Altruist may bond 3 willing creatures at the same time. 
  • At the 11th level the Altruist may bond 4 willing creatures at the same time.
  • At the 13th level the Altruist may bond 5 willing creatures at the same time.

 

Stored Healing

At the 4th level you are able to store a certain amount of wasted healing energy. Anytime a healing effect is used within 60 feet of you (such as a healing pill or healing Power) and any portion of that healing is not utilized (i.e. the healing effect heals 10 hit points of damage but the healed creature can only benefit from 7 hit points of healing) you may use your reaction to store a number of points of unused healing equal to your proficiency modifier for your Altruist level (not your total character level), which can be added to any healing effect used by the Altruist within the next 10 minutes. The maximum number of hit points that may be stored at any time is equal to your Altruist level. 

 

Strength Shield

At the 6th level any time a creature within 60 feet of you is targeted by an attack or Power, you may use your reaction to increase the armor class of the targeted creature. Until the start of your next turn, the target gains +4 armor class, including against the triggering attack. Your Strength score decreases by 1d4 when you use this ability. You regain lost strength after a long rest.

 

Shared Suffering 

At the 14th level, anytime a bonded creature takes damage you may, as a reaction, choose to take all or a portion of the damage instead. You may also take any effects or conditions sustained by the creature. 

 

Truce

At the 4th level, as an action you verbally offer a truce to one hostile creature within 60-feet that can hear and see you, with an Intelligence of 3 or more. Your voice manipulates the neuro Spark in the mind of the affected creature and they must choose to accept or reject your truce. If a creature accepts your truce, neither you nor the creature may take any hostile actions until the start of your next turn. The truce is broken if you take a hostile action against the target of the truce. 

If the creature rejects your truce, you gain +1 temporary EP per Altruist level. Temporary EP gained from your Truce lasts for 10 minutes. After accepting your truce, a creature may not be affected by your Truce again for 24 hours. At the 7th level you can attempt to force a creature to accept your truce. The target creature makes a Wisdom save (DC 8 + proficiency modifier + Wisdom modifier). On a failed save the creature must accept your truce. On a success the creature may choose to accept or reject your truce. If you touch a creature while using the truce ability the creature has disadvantage on their save.

 

Sensitive

An altruist is acutely aware of a creature’s suffering. You know all negative conditions impacting any creature you can see within 60 feet, as well as any bonded creature.

 

Altruist Sacrifice

At the 20th level you have reached the pinnacle of what it means to be an Altruist. Anytime a creature with your Altruist bond dies, you may use your reaction to die in their place, preventing the other creature from dying. The creature you bring back to life awakens with full HP, full EP and all conditions removed.