Healer
You have seen such pain, such suffering in the world, you were moved to do something about it. You choose to spend your time aiding others. Such a life might lack the glory of a fighter or the majesty of a skilled mage, but you play an invaluable part in the lives of people around you. You have yet to find a disease you cannot defeat, a parasite you cannot destroy. Your touch closes wounds and restores vigor to the exhausted. In time, you even learn to keep Lord Death at bay.
Level 7 Healer
Attributes: Increase three attributes by 1 each.
Health: +12, Bonus Damage: +1d6
Healing Hands (Magical): You can use an action to enable one ally in reach to heal 8d6 damage. You can use this talent five times. You regain expended uses after you rest.
Level 8 Healer
Health: +12
Zone of No Harm (Magical): You can use an action to create a zone that prevents harm from befalling you and others in it. The zone covers a Size 5 space centered on you and lasts until the start of your next turn. No creature in the space can suffer any form of harm unless the harm originates from an angel, demon, faerie, fiend, spirit, or undead. Once you use this talent, you lose access to it for 1 minute.
Level 10 Healer
Health: +12
Eternal Health: You are immune to the poisoned affliction. In addition, each time after you rest, you end any infection affecting you and you regain all of your lost Health. Finally, creatures within 5 yards of you that rest with you regain an additional 1d6 Health when they finish the rest.
Restore Life (Magical): You can use an action to restore life to the dead. Target one creature dead no longer than 1 hour and within reach. The target returns to life, regains 1d6 Health, and heals damage equal to the amount of Health regained. Once you use this talent, you lose access to it until after you rest.