Healer (5e Subclass)

From D&D Wiki

(Redirected from Healer, Variant (5e Class))
Jump to: navigation, search


Cleric Subclass

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.

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.

Healer Spells
Spell Level Spells
1st cure wounds, goodberry
3rd lesser restoration, protection from poison
5th remove curse, revivify
7th death ward, freedom of movement
9th mass cure wounds, raise dead
Medical Expertise

At 1st level, you gain proficiency with Medicine. In addition, you add twice your proficiency bonus in checks with this skill.

Healing Hands

Starting at 1st level, whenever you cast a spell that restore a creature's hit points, the target regain additional hit points equal to your Wisdom modifier (minimum +1). If the spell have more than one target, choose which one will benefit from this feature.

Channel Divinity: Cleansing

At 2nd level, you can spend a use of channel divinity as an Action to cleanse a creature you touch from certain kinds of maladies that affect it. You can remove a disease from the creature, or one of the following conditions: frightened, poisoned, paralyzed, blinded or petrified. If the creature has more than one condition, you must choose which one is being removed.

Effortless Healing

At 6th level, you can cast healing spells with minimal effort. Whenever you cast a spell that restore hit points and requires an Action, you can use a bonus action instead.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Unicorn Companion

At 17th level, the deities of healing and life recognize your devotion, and grant you a symbol of healing and purity to serve you willingly and unswervingly. You can cast conjure celestial without requiring material components to conjure a Unicorn, without spending spell slots.

Once you conjure an unicorn in this manner, you can't do it again until you finish a long rest.

The summoned creature also have the following benefits:

  • The unicorn gain a bonus to your proficiency bonus to its AC, damage rolls and saving throws.
  • The unicorn can communicate telepathically with you for up to 1 mile.
  • Whenever the unicorn fails a Dexterity saving throw from an effect that has damage halved on a success, it takes only half damage, or no damage on a success.
  • The unicorn on its turn can cast any spells from your list of prepared spells by using your spell slots.
  • The unicorn has Advantage on Wisdom saving throws.
(one vote)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!