Restoration
Channels nature's regenerative force to mend wounds, purify, and keep the balance between wild and civilized.
Pick Tree
11 picks along the Restoration path. Pair them with the general Primal class picks.
Level 2
Living Roots
Choosing this locks Restoration as your Specialization. When you heal an ally, they gain Defense Rating equal to half your level (rounded down) until the start of your next turn.
Details →Level 3
Natural Alignment
Requires: Pick: Living Roots
Your healing Nature spells costs are reduced equal to your Nature School level.
Details →Requires: Pick: Living Roots
Rejuvenation is empowered, granting additional healing equal to your INT Bonus at the start of the targets turn for 5 rounds. First time the target would drop to 0 HP or WP while the effect is active, they avoid gaining a Condition and restore HP or WP equal to your INT Bonus. Use Cost of Rejuvenation increases to 15 WP.
Details →Level 4
Harmony With Nature
Requires: Pick: Living Roots
When you cast a healing spell, you regain HP equal to your Nature level.
Details →Full Bloom
Requires: Pick: Living Roots
Spend a Full Action to help all allies within 10 meters of you. They regain HP equal to 1d10 + INT Bonus and gain Temporary HP equal to your 1d10 FCS Bonus. This spell also removes one Condition of your choice from each target (Dying can not be removed).
Details →Level 5
Cascading Life
Requires: Pick: Living Roots
For 5 rounds, all restorative spells you cast chain to the nearest ally within 10 meters of the target at no extra cost. Chains are full strength, not reduced. Allies includes yourself.
Details →Level 6
Verdant Terrain
Requires: Pick: Living Roots
Nature spells you cast that create Difficult Terrain or restrict movement become Verdant Ground. Allies within Verdant Ground are not affected by its movement penalties and receive additional healing from your spells equal to half your INT Bonus (rounded down).
Details →Level 7
Cascading Renewal
Requires: Pick: Living Roots, Cascading Life
While Cascading Life is active, your restorative spells chain to two allies instead of one. The first chain jumps to the nearest ally within 10 meters of the heal target. The second chain jumps to the nearest ally within 10 meters of the first chain target. Each chained spell is full strength and reduces all condition stacks on that ally by 1 (excluding Exhausted, Fatigued, and Dying). Chains cannot bounce back to a target already affected by the same cast.
Details →Level 8
Requires: Pick: Living Roots
Spend 1 Action to target an ally within 30 meters. They regain HP equal to INT Roll + 2 times your INT Bonus and WP equal to 2 times your FCS Bonus.
Details →Level 9
Sanctuary of Thorns
Requires: Pick: Living Roots
Target an ally within 15 meters. Until the start of your next turn, that ally takes no damage from any source and cannot gain new conditions. A barrier of thorned vines encases them - they may act normally but cannot move. Conditions present before encasement remain active and tick normally but deal no damage. Incapacitated, Stunned, and other conditions affecting action economy are unaffected by Sanctuary of Thorns. Enemies that make Melee Attacks against the encased ally take Nature damage equal to your INT Bonus.
Details →Level 10
Ironwood Form
Requires: Pick: Living Roots
Spend 1 Action to root yourself in place, transforming into a living tree for up to 5 rounds. While rooted you cannot move, dodge, or be forcibly moved. You gain Physical Resistance(2) and your restorative spells cost half WP. You may end the form as a Bonus Action on your turn.
Details →