The House of Healing has brought hope to places suffering under the weight of sickness and violence. The Red Cloaks, healers of extraordinary ability, travel the land, bringing comfort to those in need and with no expectation of remuneration. Due to their efforts, the Shuddering Pox—the plague that precipitated the founding of the House—has largely disappeared from the land. Now the Red Cloaks continue their good works in other ways.

You studied at one of the Houses of Healing to learn the advanced healing arts. Before you could learn these techniques, you swore an oath to do no harm, to injure no creature, even at risk of your own life. In return for your vow, you were taught how to combat the various ills blighting the world until you became a healer with almost supernatural abilities.

As a Red Cloak, you are never seen without the crimson cape that identifies members of the House of Healing. Also, you have a tattoo of an open red hand somewhere on your face. Your membership in the organization gives you great mobility and freedom, since almost all people recognize and generally support your efforts to do good in the world.

Level 3 Red Cloak

Attributes. Increase two by 1
Characteristics. Health +4
Languages and Professions You speak another language and add scholar of medicine to your list of professions.
Field Hospital You can set up a field hospital in a cube of space, up to 5 yards on a side, originating from a point you can reach. Doing so takes 1 hour of work, during which time you build a fire, boil water, and expend two uses from your healer’s kit. The hospital remains for 8 hours or until you set up another one. If you tend to the field hospital for the duration, which counts as strenuous activity, any creature that completes a rest in the area heals extra damage equal to its healing rate and makes challenge rolls to resist disease with 2 boons.
Healing Kit Expertise You make Intellect challenge rolls to use a healer’s kit with 3 boons.
Treat Disease You can use an action to expend a use from your healer’s kit to grant a creature 2 boons on the next challenge roll it makes to resist disease before it completes a rest
Vow of Nonviolence You make attack rolls with 1 bane. If an attack you make causes a creature to become injured, you gain 1 Insanity. If an attack you make causes a creature to die, you gain 1 Corruption.

Level 6 Red Cloak

Characteristics. Health +4
Healing Hands You can use an action to tend to the injuries of one creature you can reach. Make an Intellect challenge roll. On a success, the target heals damage equal to half its healing rate. You can use this talent a number of times equal to 1 + half your group level. You regain expended uses when you complete a rest
Healing Kit Expertise You can use a healer’s kit to greater than usual effect to aid one creature you can reach. You can expend a use from your healer’s kit to allow the target to heal damage equal to its healing rate.

Level 9 Master Red Cloak

Characteristics. Health +4
Restore Life You can use an action to restore life to a creature that has been dead for 1 minute or less. Expend a use of Healing Hands and the entire contents of a full healer’s kit (6 uses) and make an Intellect challenge roll with 3 banes. On a success, the target returns to life and heals 1 damage. Until the target completes a rest, it is fatigued.