Once a day you may use your magical wiles to convince an NPC into an action.
Once a day you may loot a non-boss enemy for some goodies.
Once a day you may heal your companion to full with this magical salve.
When an attack reduces you to 0 HP, you instead hold out at 1 HP for the following Attack Phase. Then, you go down.
If you take 0 DMG from an attack, you can choose to intervene and take another player’s damage for them.
Once a day you may use your Arcane Skill on a Defense Phase to manifest a shield around you or another. The shield blocks damage equal to Arcane Skill.
Once a day you may attempt to call upon the Light to intervene for you. /roll 100 and if 10 or lower, it is successful. The DM will emote what happens. Once Divine Intervention succeeds, it cannot be used for 7 days.
Your healing spells now affect an additional player for half.
You sacrifice your healing dice for a single 1d8, and in exchange, you can attack and heal on the same Attack Phase.
We will continue to expand and tweak this system to provide another interesting way to play your character out in the D20. SHIN'DO SQUIG