Water Healing Apprentice

Water Healing Apprentice

Requires NO Air Healing Apprentice
Requires NO Earth Healing Apprentice
Requires NO Fire Healing Apprentice


Reaction - Whenever a creature within 5 feet of you receives 5 or more damage, if you have less than 5 Water Charges, you may use your reaction to store a Water Charge.
Whenever you heal another creature, you may consume any number of Water Charges to increase the healing by 1d8 for each charge consumed.

Required for: