True Healer (5e Class)

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True Healer[edit]

This class has a simple yet complex job. Make sure no one dies.

A Kind Soul[edit]

You are a pure healer that trades any ability to do damage for insane healing capabilities.

Creating a True Healer[edit]

Quick Build

You can make a True Healer quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Intelligence. Second, choose the Hermit background.

Class Features

As a True Healer you gain the following class features.

Hit Points

Hit Dice: 1d10 per True Healer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per True Healer level after 1st


Armor: None
Weapons: simple weapons
Tools: Herbalism kit, Healers kit
Saving Throws: Charisma, Dexterity, Wisdom, Intelligence, Constitution, and Strength
Skills: Choose 4 from Persuasion, Animal Handling, Medicine, Nature, Religion, and Survival


You start with the following equipment, in addition to the equipment granted by your background:

  • Herbalism kit
  • Healer kit
  • 7d4x10 gold
  • If you are using starting wealth, you have 10d4x10 gold in funds.

Table: The True Healer

Level Proficiency
Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Devoted Healer, Skilled Caster, Overheal 3 2
2nd +2 Power Heal, Power to Life 3 3
3rd +2 True Healer Archetype, Max Heal 3 4 2
4th +2 Ability Score Improvement, Aura of Healing 4 4 3
5th +3 Healing Specialist 4 4 3 2
6th +3 Minimize, Maximize 4 4 3 3
7th +3 Immunity 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 Beacon 4 4 3 3 3 1
10th +4 Push Together, Pull Away 5 4 3 3 3 2
11th +4 Out of Danger 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 Nobody Hurts My Friends 5 4 3 3 3 2 1 1
14th +5 Pacify 5 4 3 3 3 2 1 1
15th +5 Sheild 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 Sacred Ground 5 4 3 3 3 2 1 1 1 1
18th +6 Mass heal, Undying 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Always Empowered 5 4 3 3 3 3 2 2 1 1

Devoted Healer[edit]

At 1st level, a Healer takes the Oath of Vulnerability.You were a prodigy of magic and could have gone far no matter what magic you chose to follow, but due to a scaring event, you are unable to hurt creatures anymore. You may learn any spell, but it may not cause damage or cause a saving throw. This Oath requires them to be prone to the possibility of injury themselves to more fully empathize with those in their care in doing so by not wearing metal armor or using a shield. A Healer who uses metal armor or shields, even if proficient, is unable to cast spells granted by the Spellcasting feature or spell-like abilities of the Healer Class for 24 hours during and until after the all the metal armor and/or shield is taken off. There is no penalty using a simple weapon, made of metal or otherwise. As Part of a Healer's Vow, they are forbidden from attempting to kill a foe, even in self-defense. They may, however, choose to inflict nonlethal damage if forced to defend themselves. They are idealists who happen to be ill-prepared for the perils of combat. You are also a frequent user of divine magic and a user of protection. You can use your action to sense the motives of creatures within a 60-foot radius. You can use this feature a number of times equal to your Wisdom + Intelligence + proficiency bonus per long rest.

Skilled Caster[edit]

You may add both your Intelligence and Wisdom to your spellcasting on top of your proficiency. You may cast cure wounds and healing word as cantrips, and additionally can cast both as bonus actions as well. Your healing will also work on undead and constructs. You always know how allies you have attuned with are feeling at all times.


You have become adept at not wasting your healing power. Any additional health you heal over an allies maximum health become stored as temporary health points for 10 minutes.

Power Heal[edit]

You have finally realized the true power of your healing abilities. When you heal a target ally you are attuned with, they feel empowered and their next strike has a 100% chance to deal critical damage, also if the target would deal critical damage without this feature, (such as rolling a critical 20), double the critical damage.

Power of Life[edit]

You grant all allies you are attuned to the ability to regain half of their damage dealt as temporary hit points for 10 minutes.

True Healer Archetype[edit]

You may choose your True Healer Archetype from the Savior or the Martyr.

Max Heal[edit]

You have perfected your healing arts and never make mistakes. You always heal for the max amount when healing.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Aura of Healing[edit]

You have become so adept at the healing arts you now naturally empower people near you. At the beginning of each day roll a 1d20 and everyone around gains the result of the roll in temporary health points. These health points can be readded by focusing on a single target for 30 seconds restoring them to the max the die had given.

Healing Specialist[edit]

You already had mastered the art of healing, but now take it even further. You double the amount of healing you normally would get. This increases to triple at level 8, quadruple at level 12, and quintuple at level 16.


You have harnessed your power to protect others well. As a reaction, you may minimize the damage a source does to one target you can see.


You have harnessed your power to empower others well. As a bonus action, you may maximize the damage the target will do on its next attack.


You have pushed your healing past the boundaries of what is possible. When you heal a target you are attuned to, they are immune to all damage until the start of your next turn.


You kneel down to pray channeling the power you hold within. As long as your concentration is unbroken all allies gain a 100% chance to hit, deal critical damage, maximum damage and roll 1d20. If the roll is above 10 then they multiply the total damage by 2.

Push Together[edit]

Whenever you can take a movement action, you may use half of your movement speed to teleport next to any ally you have attuned with, regardless of distance.

Pull Away[edit]

You may target an ally and teleport them back 30 feet.

Out of danger[edit]

You may touch an ally and both of you can teleport, at maximum, 60 feet behind your allies.

Nobody Hurts My Friends[edit]

You provide damage reduction of 50% to all allies you have attuned to.


When you activate this ability all creatures fighting stop fighting or become pacified and will sit down to talk with your side. You may only use this feature once every day.


Your kindness affects creatures that are hostile to you in weird ways. You may make a 20-foot wall or dome 5 feet in front or around you that people with hostile intent cannot pass for 1 hour. This ability has 4 charges a day.

Sacred Ground[edit]

You form an area with a radius of 100 feet around you until dispelled. All allies inside of this area gain advantage on all attacks, increased critical range to 10, a burst of healing of 2d100, and a +20 to all damage dealt. Any enemies inside of the circle gain disadvantage on all attacks, a -13 to AC, damage reduction equal to the amount healed, -10 to all attacks. This ability is stored as a charge and must be recharged by spending 2 hours focusing on your spellcasting focus. You may hold up to 3 charges this way.

Mass Heal[edit]

When you heal a single target you may heal any number of allies in a 20-foot radius centered around you.


Death can not approach your group when you are around. Any ally you have attuned to will succeed on all saving throws, cannot take damage more than triple their max health, will take no negative effects from what caused the throw, will regain 100% of their health at the beginning of every turn, all temporary hit points will be regained at the beginning of every turn, and they automatically succeed all death saving throws and if they are knocked unconscious they may spend hit die to regain health.

Always Empowered[edit]

Every attack made by allies you are attuned to have 100% chance to hit, deal 4 times critical damage, and if they would crit before taking this into account deal 40 times critical damage instead, and deal maximum damage with an increased 200% life steal as temporary health given to both you and the attuned ally.

True Savior[edit]

Last minute save

At the 3rd level, as a reaction, you may move up to 4 times your movement to any ally that has fallen to zero health. Before damage is further taken from zero you may heal the target back up to 1 health point and the target gains immunity from all damage for 1 turn afterward.

Precious charm

At the 3rd level, a coin appears in your equipment. The coin can look however you wish it to. This coin only exhibits the following qualities when you are holding or an ally you are attuned to is holding it. These features are: -You take 5 reduced damage from all sources. -Once a day, you may hold this charm you may focus on it for 10 minutes to raise your maximum health by 1 -You may add 5 to all saving throws you make. If the total rises above 18 then you suffer none of the negative effects. -Twice a day when the holder would go below zero health, they instead gain one hit die worth of health and all enemies within 10 feet of them get knocked back 30 feet. -Once a day when you would roll a die you may instead choose to take the highest possible roll on the die. You may make another charm by gathering 300 gp onto a pile and focus on it for a total of 24 hours. The gold then fuses to form whatever you wish.

Tides of battle

At the 6th level, you have learned how to read the way battle flows and are even able to warn people of attacks before they happen. When an attack is made on an ally, you may roll 1d20 and if the result is above 16 you are able to warn the ally of the attack seconds before it occurs causing the ally to dodge all damage.

Pro Healer

At the 9th level, your heals are more powerful. You now add an additional die and also increase die level by 1. (If the original healing was 1d8 the new healing is 2d10)

Empowered Charm

At the 12th level, the charm that you obtained is now more powerful as your ability increases. If you or an ally that you have attuned to hold the coin then you receive the following effects: -Healing effects are twice as effective on you -Twice a day, you may focus on the charm for 5 minutes to raise your maximum health by 10. -You gain an additional 20 reduced damage from all sources. -You may add an additional 5 to all saving throws made and if the result is over 12 then you do not suffer any negative effects. -Twice a day, as a reaction if an attack would hit you, you instead gain that much health as temporary health.


At the 15th level, your desire to protect others trumps all other feelings. You may reduce your hit points by 20 to grant immunity to all damage to all allies you are attuned to for 3 turns.

Ultimate Savior

At the 18th level, you may spend 1 hit point to grant immunity from all damage and negative effects for 10 turns to all allies in a 100-foot radius centered on you. All allies affected by this aura return to max health, and return to life if they have been dead for under an hour.

The Martyr[edit]

True Sacrifice

At the 3rd level, when an ally would take damage from an attack you may take one hit point of damage to prevent damage and end the enemies team.

More Health

At the 3rd level, your hit die becomes 1d20 and you may modify your health accordingly. Your Constitution modifier is now equal to your Intelligence + Wisdom modifiers.

Extreme Martyr

At level 9, you may reduce your health by half to revive a person you are thinking of as long as long as they have been dead for less than a week. This health cannot be regained until you take a long rest.

Full Martyr

At level 12, you may reduce your health by 10 to heal an ally by an amount equal to your maximum health.

True Martyr

At level 15, you may reduce yourself to 1 health to revive any amount of people you wish. This health lost cannot be regained until you take a long rest.


Prerequisites. To qualify for multiclassing into the True Healer class, you must meet these prerequisites: You must have proficiency in medicine.

Proficiencies. When you multiclass into the True Healer class, you gain the following proficiencies: Proficiency with the healing kit, herbalism kit, and all saving throws.

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