Because we miss a homebrew section, like the first edition forum, I'll post this here
The Acolyte of the Phoenix is a Healer archetype I thought up because I wanted to think of how a Heal o Time class could work.
The Acolyte of the Phoenix, Acolyte for short, uses flame tokens for their heals. Flame tokens are put in a hero's play zone and, barring any other special skill, get used one at a time at the end of that hero's turn. They all get discarded without effect if that hero is defeated.
Besides the HoT theme, I wanted to get another theme going, that of self harm for gains. Let's see how well I did that, starting from the Acolyte's starting equipment:
Blazing Censer
Acolyte starting weapon, two-handed, melee
Blue attack die + 1 red power die
When you miss or deal no damage with this weapon, suffer 2 wounds
2 surges: +3 wounds
Robes of the Phoenix
Acolyte starting armor
Exhaust this card to prevent suffering 1 wound, only if it was suffered because of one of your own skill cards
Do you think the Blazing Censer is too powerful for its drawback? I don't think so. The Robes of the Phoenix don't add a brown die; this is intentional, as no other class in the game starts with additional defense dice.
Flames of Renewal
Acolyte starting skill
cost: 2 Fatigue
Exhaust this card to choose a hero within 3 spaces to suffer 1 or 2 wounds; they gain as many flame tokens.
At the end of a hero's turn, if they have flame tokens, they must discard one. Whenever a hero discards a flame token they recover 3 wounds.
If I compare this to Prayer of Healing:
-It's ranged, meaning the Acolyte is much more free in movement and positioning
-It's less powerful, more reliable: not rolling the die means that if you spend 2 fatigue on it you always get 2 wounds worth of heal for each fatigue
-It's more expensive if you only cause 1 wound, more risky if you cause 2 - you either have to wait for the hero to be wounded enough to certainly recover all 6 wounds or risk wasting healing, and what if they get defeated?