How about a punch to heal!
Delay Heal Spell 1
Healing Necromancy Positive
Cast 1 action
Range touch; Targets 1 willing living creature
Duration 1 minute
You channel positive energy to prepare a target for the damage it will take. At the completion of the casting, the target is surrounded by a halo of light. If the target takes damage before the duration of the spell is done, the target instantly heals 1d4 hit points and the halo is discharged. If the target is reduced to zero hit points, the target heals damage and does not gain the dying or wounded conditions, nor does it fall down.
Heightened (+1) The amount of healing or damage increases by 1d4.
I’ve been reading a bit about old school Christian magic and some of the old amulets to heal.
Amulet of Healing Item 3+
Healing Necromancy Positive Magical
This small holy symbol is full of folded divine scripture invoking the mercy of a god.
Activate envision, Interact; Frequency once per day; Effect You grip the amulet and ask for the god’s help. You gain the effect of casting heal at 1st level using two actions. This can only be used to heal you, not harm an undead.
Armory Bracelet (Minor)Item 3
Price 50 gp
Amulet of Healing (Lesser)Item 5
Price 150 gp
The heal spell is cast at 2nd level.
Amulet of Healing (Moderate)Item 8
Price 450 gp
The heal spell is cast at 3rd level.
Amulet of Healing (Greater)Item 11
Price 1,350 gp
The heal spell is cast at 4th level.
Amulet of Healing (Major)Item 15
Price 6,000 gp
The heal spell is cast at 5th level.
Best laid plans….
Set Ambush Feat 6
Prerequisites expert in Stealth
Let’s set an ambush! When you spend at least one minute preparing to set an ambush, you can roll stealth twice for initiative and take the better result.
My poor brother can’t hit. Let’s help him.
Increasing Advantage Feat 1
FINE! I’LL HIT YOU NEXT TIME! Every turn you make at least one attack roll and you fail to hit with any attack that turn, you gain an increasing +1 circumstance bonus to your next attacks the next turn. This bonus can increase up to your proficiency bonus used in the attack roll. When you hit, this bonus is lost instantly.
Why not focus on hurting!?
Damage Focus Feat 7
Let’s hurt someone! Choose a damage type. When you deal damage to a creature of the chosen damage type, deal additional damage equal to your proficiency modifier of your weapon attack roll or magic attack proficiency modifier depending on if this a weapon attack or a spell.
Let’s make a magic weapon for my clerics!
Divine Weapon Spell 1
Cast somatic, verbal
Range touch; Targets 1 weapon that is unattended or wielded by you or a willing ally
Duration 1 minute
The weapon thrums with divine power. Choose an alignment your deity has (chaotic, evil, good, or lawful) and touch a weapon. You can’t cast this spell if you don’t have a deity or if your deity is true neutral. The weapon or its fired ammunition now deals damage of the selected type.
Heightened (2nd) The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two and deals damage of the selected type.
Heightened (4th) The target becomes a +2 striking weapon, gaining a +2 item bonus to attack rolls and increasing the number of weapon damage dice to two and deals damage of the selected type.
Heightened (5th) The target becomes a +2 striking(greater) weapon, gaining a +2 item bonus to attack rolls and increasing the number of weapon damage dice to three and deals damage of the selected type.
Heightened (7th) The target becomes a +3 striking(greater) weapon, gaining a +3 item bonus to attack rolls and increasing the number of weapon damage dice to three and deals damage of the selected type.
Heightened (8th) The target becomes a +3 striking(major) weapon, gaining a +3 item bonus to attack rolls and increasing the number of weapon damage dice to four.
Played a game with my brothers, and my brother the crit machine just could not roll above a 1. He was mad. let’s fix this!
Minimum Criticals Feat 1
When you swing hard, you are at least guaranteed to get somewhere! When you roll damage for a critical hit and roll less than the maximum damage of a normal hit, increase the damage to the maximum damage of a normal hit.
I want some elemental flexibility and I also want to punch a goblin in the head!
Elemental Punch Cantrip 1
Attack Cantrip varies Evocation
Range touch; Targets 1 creature
You channel the elements into your fist and slam it into a target. Make a melee spell attack roll and choose cold, electric, fire, or acid.. The punch deals damage of the chosen type equal to 1d6 + your spellcasting ability modifier. The spell takes on the characteristic of the elemental type chosen.
Critical Success The target takes double damage.
Success The target takes normal damage.
Heightened (+1) The damage increases by 1d6.
Love me some damage reduction! Let’s do that!
Hardened Item 6+
Uncommon Abjuration Magical
Usage etched onto armor
This symbol simply translates into wall in draconic, but it provides resistance to some of the most crushing blows. Gain resistance 2 to all damage.
Hardened (Lesser)Item 6
Price 225 gp
Hardened (Moderate)Item 12
Price 1,800 gp
The resistance changes to resistance 4 to all damage.
Hardened (Greater)Item 18
Price 21,000 gp
The resistance changes to resistance 6 to all damage.
Had this come up in my weekend game.
Practiced Certainty Feat 1
Practice makes perfect. When you spend a hero point, instead of rerolling the die, you can instead add an untyped bonus equal to half your proficiency bonus.