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Class record

Veilguard

Healer

Tier
3
Difficulty
3 / 5
Main role
Healer
Secondary role

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Shieldwarden mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend on Magic, Religion, Medicine, Perception, Negotiation or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Reason.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Power or Agility.
  8. Level 8Ultimate ability

Identity & lore

Class overview

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Tactical guidance

Playing Veilguard

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Veilguard

Class features

Abilities unlocked

Complete rules for every ability granted by Veilguard.

Class feature

Benefit 1

You may cast Power Word: Shield and Power Word: Guardian Shield (when obtained) by spending 1 RP instead of 2 AP.

1 RP
Range
40ft
Keywords
Spell

You heal the target for an amount equal to half the temporary HP they have, then all temporary HP on them is removed. All enemies within 5ft of the target must make a save against your Potency or be pushed back 10ft.

You may use 1 AP instead of 1 RP for this ability.

Requirements

Target must have temporary HP that cost mana to apply or was applied by a Shieldwarden or Veilguard ability. This temporary HP must have been applied by you.

2 AP
Range
80ft

You may transfer temporary HP from a single willing ally within range to any number of other allies within range. The total amount of temporary HP must be the same after the transfer.

May only redistribute temporary HP you applied through the use of a Shieldwarden or Veilguard ability. Does not affect temporary HP added through Reinforce.

2 AP2 MP
Range
40ft

You remove all stacks of a debuff from every ally within range that has temporary HP.

2 AP4 MP
Range
40ft
Keywords
Spell,Shield

The target gains temporary HP until the end of the encounter equal to 11 + 2 x Power. While this temporary HP lasts, on damage effects do not trigger on them unless the damage dealt does damage to their actual HP.

If this source of temporary HP is overwritten by a stronger source, this effect is lost.