Healer, Revised (5e Class)

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Healer[edit]

Healer.jpg

The hurts of the world are many fold. Minor accidents are common, and usually easily dealt with. However, when conflict and all-out warfare occur, they leave misery and hurt in their wake that can stagger the imagination. While good-aligned clerics are called upon to heal, the complex obligations and abilities often get in the way of pure solace and remediation. Not so the healer. One of the healer’s great purposes in life is to provide protection, and failing that, healing, to all good people who require her aid.

Creating a Healer[edit]

The healer provides aid to members of their adventuring company, the soldiers of their religion, or to the alliance to which they are pledged. When a battlefield is strewn with wounded allies or an expedition team’s members are sorely hurt, a healer cures the injuries of the faithful and those who have allied themselves with the side of good. A healer might accept a commission to escort a company or war band on a dangerous mission, making themselves available to cast divine protection and offer divine healing. The healer is much revered for their services, and they may ask their companions for daily praise to their deity---or at least an equal share in any reward garnered after the successful conclusion of the adventure or military action.

Quick Build You can make a Healer quickly by following these suggestions. First, Wisdom should be your highest ability score followed by Charisma and then closely followed by Dexterity or Constitution. Second, choose the Hermit background from the Player's Handbook.

Class Features

As a Healer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Healer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Healer level after 1st

Proficiencies

Armor: Light
Weapons: Simple
Tools: Herbalism Kit, Healer Kit
Saving Throws: Constitution and Wisdom
Skills: Choose 2 from the following: Persuasion, Animal Handling, Medicine, Nature, Religion and Survival

Equipment

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

  • (a) Spear or (b) Light Crossbow and 20 bolts
  • (a) Herbalism Kit or (b) Healer’s Kit
  • (a) Leather armor or (b) Hide armor (if proficient)
  • 4d4*10 gold pieces and Prayer Book

Table: The Healer

Level Proficiency
Bonus
Features Spells Known Celestial Companion Ability Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Devoted Healer, Healing Hands, Atonement See Spellcasting Feature. --- 3 2
2nd +2 Naturally Gifted --- --- 3 3
3rd +2 Curative Touch --- --- 3 4 2
4th +2 Ability Score Improvement --- --- 4 4 3
5th +3 Graceful Voice --- --- 4 4 3 2
6th +3 Blessed Touch --- --- 4 4 3 3
7th +3 Effortless Healing --- --- 4 4 3 3 1
8th +3 Ability Score Improvement, Celestial Companion --- Empathic Link, Evasion 4 4 3 3 2
9th +4 Beacon of Life --- --- 4 4 3 3 3 1
10th +4 --- --- Shared Saving Throws 5 4 3 3 3 2
11th +4 Cleansed Spirit --- Shared Spells 5 4 3 3 3 2 1
12th +4 Ability Score Improvement --- +2HD, +2AC 5 4 3 3 3 2 1
13th +5 --- --- --- 5 4 3 3 3 2 1 1
14th +5 Heavenly Voice --- Stat Increase 5 4 3 3 3 2 1 1
15th +5 --- --- Devotion 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 New Limb --- +4HD, +4AC 5 4 3 3 3 2 1 1 1 1
18th +6 --- --- Improved Speed 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement --- +6HD, +6AC 5 4 3 3 3 3 2 1 1 1
20th +6 New Life --- Shared Resistance 5 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

As a devoted user of healing and the divine, you have access to cleric spells. However, you cannot choose any spell that does damage or causes the target(s) to make a saving throw. Healers do not acquire spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them through their own strength of faith. A healer must choose a time at which they must spend a number of minutes equal to the sum of all spells levels they are preparing. After the first time, they only must spend the full time preparing newly prepared spells and half the time for already prepared spells. Time spent resting cannot be used in the preparation of spells. A healer may prepare and cast any spell on the cleric list that does not do damage or causes the target(s) to make a saving throw, provided they can cast spells of that level, but must choose which spells to prepare during their daily meditation or prayer. A Healer can prepare as many spells at their Charisma Modifier + Healer Level.

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Healer table. Cantrips chosen must not cause damage or have the target(s) make a saving throw.

A Healer can cast a cleric spell as a ritual if that spell has the ritual tag and it is prepared.

A Healer has no Spell DC, as they are prohibited from casting spells that cause the target(s) to make a saving throw.

A Healers spell attack modifier is equal to Proficiency Bonus + Wisdom Modifier. However, this is only for spells that cure hit point damage, as Healers are prohibited from casting damaging spells and spells that cause the target(s) to make a saving throw.

Devoted Healer[edit]

At 1st level, a Healer takes the Oath of Vulnerability. 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 living foe, even in self defense. They may however, choose to inflict nonlethal damage if forced to defend themselves. They are idealists whom happen to be ill prepared for the perils of combat.

Healing Hands[edit]

At 1st level, whenever a healer casts a spell that cures hit point damage, she adds her Charisma bonus to the amount of damage healed. For instance, if a 1st level healer with 18 Wisdom and 16 Charisma, casts cure wounds, she cures 1d8+4 points of damage normal, plus an additional 3 points of damage due to her Charisma bonus. This bonus applies only to spells that she casts as a healer, not to those that she may have by virtue of levels in another class.

Atonement[edit]

If a Healer refuses to heal an ally, an innocent bystander or a good aligned creature, or allows an ally, to die from a means they could have easily fixed or countered, or inflicts a killing blow on any creature, the Healer looses all Spellcasting and spell-like abilities until they atone. A Healer atones in a similar manner as a cleric or paladin does by needing to complete a spiritual quest. This quest is determine by the DM, and for the duration of the quest as long as it is being actively pursued with no delay, a Healer has access to spells of 3rd level or lower.

Naturally Gifted[edit]

Beginning at 2nd level, a Healer can use an action to expend one use of a healer’s kit to tend to a creature and restore 1d6 + Healer level hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feature again until it finishes a short or long rest. Healer’s also have double proficiency on Wisdom (Medicine) skill checks, if already proficient. If the Healer does not have proficiency in Medicine, they get it from this feature. In addition, Healer's gain 2 extra hit points per Healer level.

Curative Touch[edit]

Starting at 3rd level, a healer’s mere touch can heal ailments. When you cast any spell with a range of touch from the Healer Spellcasting feature, in addition to what it normally does when cast, removes 1 effect causing any of the following conditions: blinded, deafened, diseased, fear, paralyzed, or poisoned.

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 you 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.

Graceful Voice[edit]

At 5th level, a healer’s voice becomes soothing to the listener. A healer can use their bonus action to cast healing word a number of times equal to their Healer level per short or long rest.

Blessed Touch[edit]

At 6th level, a healer’s touch can not only heal a target but restore them. Healers can cast lesser restoration at will. Healers can also cast cure wounds at 1st level without expending a spell slot a number of times equal to their Healer level per long rest.

Effortless Healing[edit]

At 7th level, a healer throws themselves to an ally in an effort to heal them with no thought of their personal safety. When moving to reach an ally to cast a spell granted by the Spellcasting feature or using a spell-like ability from this class as part of the same turn, you do not provoke attacks of opportunity.

Celestial Companion[edit]

When a healer attains 8th level, the deities recognize them for their devotion and grant them a celestial unicorn companion as their mount and aid. The unicorn is a symbol of healing and purity which serves the healer willingly and unswervingly.

Once per long rest, as an action, the healer may magically call their companion from the celestial realms in which it resides. The unicorn immediately appears adjacent to the healer and remains for 2 hours per healer level. It may be dismissed without expending an action. The unicorn is the same unicorn called for every time this feature is used. Each time the unicorn is called, it appears at full health, regardless of any damage it may have taken previously. The unicorn also appears wearing or carrying any gear it had when it was last dismissed. At 20th level, the Unicorn stays with the Healer until it dies or is dismissed.

A Healer’s Unicorn is superior to its normal celestial counterpart gaining new abilities as the partnership between the Healer and Unicorn grow. At 8th level, they are Empathically Linked up to a distance of 1 mile. The Empathic Link does not allow the Healer to see through the Unicorn’s eyes but they can communicate empathically. Due to the empathic link, the healer has the same connection to an item or place that the Unicorn does. In addition, the Unicorn takes half damage on a failed Dexterity saving throw and no damage on a successful one. The Healer does not gain this benefit unless they are riding the Unicorn when needing to make the save.

At 10th level, the Healer and Unicorn can share saving throws. The Unicorn uses its own base save bonus or the healer’s, whichever is higher. The Unicorn applies its own ability modifiers to saves and it does not share any other bonuses on saves that the healer might have (such as from magic items or feats unless the item or feat allows it).

At 11th level, spells cast from the Spellcasting feature of this class with a range of self or only targeting the Healer also effect the Unicorn, when within 5ft of each other.

At 12th level, the Unicorn gains 12 hit points plus double their constitution modifier. In addition, the unicorn also has a +2 to its AC. These bonuses improve as the strength of the Healer's bond between the Unicorn grows. At 17th level, the Unicorn gains an additional 12 hit points plus double their constitution modifier and an additional +2 AC. At 19th level, the Unicorn gains an additional 12 hit points plus double their constitution modifier and an additional +2 AC.

At 14th level, the Unicorn’s Strength, Dexterity and Intelligence increase by 2.

At 15th level, the Unicorn becomes proficient in Wisdom saving throws and adds half your proficiency bonus to Wisdom saving throws.

At 18th level, the Unicorn has an increased move speed of 10ft.

At 20th level, while riding the Unicorn, you share its Magical Resistance trait.

Beacon of Life[edit]

At 9th level, you and up to Charisma modifier allies within a 30ft radius of you are under the effect of the spell beacon of hope. A creature that is not on the same plane as you cannot benefit from this feature. This feature only remains active if you follow the rules detailed in the Devoted Healer class feature.

Cleansed Spirit[edit]

At 11th level, you can cast greater restoration without expending a spell slot once per long rest.

Heavenly Voice[edit]

At 14th level, you can cast mass healing word without expending a spell slot once per long rest.

New Limb[edit]

At 17th level, the healer can cast regenerate to restore a lost or damaged body part once per long rest.

New Life[edit]

At 20th level, once per week, you can bring a dead creature to life, as if casting true resurrection w/o material components.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Healer class, you must meet these prerequisites: 13 Wisdom, 13 Charisma and proficiency in Medicine.

Proficiencies. When you multiclass into the Healer class, you gain the following proficiencies: Simple Weapons, Religion


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