Healer (3.5e Class)

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A Healer doing his job


A Healer is someone so devoted to Healing that they have sacrificed any and all types of martial training. Instead of spending days in the dojo or fighting on the street they instead spent their early days helping the needy or the sick. When a Healer hears of a Paladin's or a Cleric's "mighty" healing powers they simply chuckle to themselves and continue their work. Although Healer adventures are rare, they can be a powerful ally in a time of need.

Making a Healer[edit]

Healers can use powerful and creative healing and support spells, but are terrible in combat and are mainly support characters. Though they are weak in combat, frail in stature, and generally slower in movement than other classes, they fill the role of protection, healing, and buffing better than any other class. Putting a Healer on your team greatly increases your team's capabilities. For instance, if you enter a high level dungeon with a low level team, your Healer keeps your team at high HP and taking less damage than they normally would. Unlike a Cleric, Paladin, or Wizard/Sorcerer, the Healer doesn't have to focus on keeping that last fireball spell for a battle ahead. Instead, they can use healing spells more frequently, keeping the team healthy.

Abilities: Healers use Dexterity Because they have no armor proficiency and need the extra AC, Wisdom is used for spellcasting, Charisma is used for Lay on Hands. Wisdom, however, is the most important, because it causes the Healer to gain extra spells and cast more each day.

Races: Humans and Elves are the most common Healers. Humans tend to adapt to being a non-cleric healer better than any other race, and Elves are more adept at magic and thus are more readily accepting of a full spellcasting support role than other races.

Alignment: Any non evil, and often neutral rather than lawful or chaotic. Healers have devoted everything to helping others and tend to worry less about the lawful-chaotic axis and more about helping people.

Starting Gold: 5d4X10 gp.

Starting Age: Moderate or As fighter.

Table: The Healer

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Domain, Lay on Hands 4 2+1
2nd +1 +3 +0 +3 4 2+1 1+1
3rd +1 +3 +1 +3 Perfect Health 5 3+1 1+1
4th +2 +4 +1 +4 Augment Healing 5 3+1 2+1 1+1
5th +2 +4 +1 +4 Domain Focus 5 3+1 3+1 1+1
6th +3 +5 +2 +5 Remove Disease 1/week 6 4+1 3+1 2+1 1+1
7th +3 +5 +2 +5 Healing Body 6 4+1 3+1 3+1 1+1
8th +4 +6 +2 +6 6 4+1 4+1 3+1 2+1 1+1
9th +4 +6 +3 +6 Remove Disease 2/week 6 4+1 4+1 3+1 3+1 1+1
10th +5 +7 +3 +7 6 5+1 4+1 4+1 3+1 2+1 1+1
11th +5 +7 +3 +7 Improved Perfect Health 6 5+1 5+1 4+1 3+1 3+1 1+1
12th +6/+1 +8 +4 +8 Remove Disease 3/week 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1
13th +6/+1 +8 +4 +8 Emergency Response 6 6+1 5+1 5+1 4+1 3+1 3+1 2+1
14th +7/+2 +9 +4 +9 Healing Boost 2/day 6 6+1 5+1 5+1 5+1 4+1 3+1 2+1 1+1
15th +7/+2 +9 +5 +9 Remove Disease 4/week 6 6+1 5+1 5+1 5+1 5+1 3+1 3+1 1+1
16th +8/+3 +10 +5 +10 Healing Boost 3/day 6 6+1 6+1 5+1 5+1 5+1 4+1 3+1 2+1 1+1
17th +8/+3 +10 +5 +10 Healing Aura 3/day 6 6+1 6+1 5+1 5+1 5+1 4+1 3+1 3+1 1+1
18th +9/+4 +11 +6 +11 Remove Disease 5/week, Healing Boost 4/day 6 6+1 6+1 6+1 5+1 5+1 5+1 4+1 3+1 2+1
19th +9/+4 +11 +6 +11 Healing Aura 4/day 6 6+1 6+1 6+1 5+1 5+1 5+1 4+1 4+1 3+1
20th +10/+5 +12 +6 +12 Healing Boost 5/day, Healing Aura 5/day 6 6+1 6+1 6+1 6+1 5+1 5+1 5+1 5+1 4+1

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Medicine)(Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (History) (Int), Knowledge (local),Knowledge(Nature) (Int), Knowledge (Nobility) (Int), Knowledge (Religion)(Int), Profession (Apothecary) (Wis), Profession (Combat Medic) (Wis), Profession (Dentist) (Wis), Profession (Herbalist) (Wis), Profession (Midwife) (Wis), Profession (Nurse) (Wis), Profession (Surgeon) (Wis), Profession (Therapist) (Wis),Sense Motive (Wis), Speak Language (N/A), Spellcraft (Int).

Class Features[edit]

Weapon and Armor Proficiency: Healers are proficient with the Quarterstaff.

Healers are not proficient with any armor or shields.

Domain: Healers have access to the healing domain and it's granted power as a cleric would.

Lay on Hands (Su): Beginning at 1st level, a Healer with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her Healer level × her Charisma bonus. A Healer may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, a Healer can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The Healer decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Perfect Health (Ex): At 3rd level, a Healer gains immunity to all diseases, including supernatural and magical diseases.

Augment Healing: At 4th level a Healer gains Augment Healing (from the Complete Divine) as a bonus feat, even if she does not have the normal prerequisites for that feat. If she already has the feat, she can choose a metamagic feat.

Domain Focus: At 5th level a Healer gains Domain Focus (from the Complete Divine) as a bonus feat, even if she does not have the normal prerequisites for that feat.

Remove Disease (Sp): At 6th level, a Healer can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).

Healing Body (Su): At 7th level or higher, a Healer can heal her own wounds. She can heal a number of hit points of damage equal to twice her current Healer level each day, and she can spread this healing out among several uses.

Improved Perfect Health (Su): At 11th level, a Healer gains immunity to poisons of all kinds.

Emergency Response: At 13th level, a Healer gains Emergency Response as a bonus feat even if she doesn't meet the normal prerequisites for that feat . If she already has the feat, she can choose a metamagic feat.

Healing Boost: At 14th level a Healer can as a Standard Action gain an aura of positive energy that effects each creature within a 60-ft burst 2 times a day. Any healing spell cast on one of these creatures before the end of your next turn is automatically maximized, with no adjustment to the spell's level or casting time. The aura lasts a number of rounds equal to half her level. A Healer can use this ability more times per day at 16th, 18th, and 20th level, as noted on Table:The Healer.

Healing Aura: At 17th level a Healer can as a Full-Round Action grant Fast Healing 3 to all living creatures within a 60-ft burst 4 times a day. The Fast Healing lasts for a number of rounds equal to 1 + your Cha modifier (minimum 1 round). A Healer can use this ability more times per day at 19th and 20th level, as noted on Table:The Healer.

Spells: A Healer casts divine spells, which are drawn from the spell list given below. She can cast any spell she knows ahead of time without preparing it ahead of time like a cleric or wizard must. When a Healer gains access to a new level of spells, she automatically knows all the spells for that level listed on the Healer's list. Essentially, her spell list is the same as her spells known list.

To cast a spell, a Healer must have a Wisdom score of 10 + the spell's level (Wis 10 for 0-level spells, Wis 11 for 1st level spells, and so forth). The Difficulty Class for a saving throw against a Healer's spell is 10 + the spells level+ the Healer's Wisdom modifier. Like other spellcasters, a Healer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Healer. In addition she receives bonus spells for a high Wisdom score.

Unlike a Cleric or a Wizard, a Healer need not prepare her spells in advance.She can cast any spell she knows at the time, assuming she has not yet used up her spells per day for that spell level. Healers choose their spells from the following list:

0—Cure Minor Wounds, Resistance, Virtue, Message, Guidance.

1st—Bless, Bless Water, Cure Light Wounds, Detect Evil, Divine Favor, Entropic Shield, Protection from Good, Protection from Evil, Protection from Chaos, Protection from Law, Sanctuary, Shield of Faith, Mage Armor, Shield, Expeditious Retreat, Feather Fall.

2nd—Aid, Protection from Arrows, Bear's Endurance, Blur, Bull's Strength, Whispering Wind, Calm Emotions, Cat’s Grace, Fox's Cunning, Consecrate, Cure Moderate Wounds, Delay Poison, Eagle's Splendor, Owl's Wisdom, Remove Paralysis, Resist Energy, Lesser Restoration, Shield Other, Status.

3rd—Create Food and Water, Leomund's Tiny Hut, Cure Serious Wounds, Displacement, Dispel Magic, Hold Person, Helping Hand, Magic Circle against Good, Magic Circle against Evil, Magic Circle against Chaos, Magic Circle against Law, Magic Vestment, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light.

4th—Cure Critical Wounds, Leomund's Secure Shelter, Death Ward, Stoneskin, Divine Power, Lesser Geas, Neutralize Poison, Resilient Sphere, Restoration, Sending, Spell Immunity, Tongues.

5th—Break Enchantment, Mass Cure Light Wounds, Revivify, Dispel Good, Dispel Evil, Dispel Chaos, Dispel Law, Hallow, Raise Dead, Spell Resistance, Bigby's Interposing Hand.

6th—Mass Bear's Endurance, Guards and Wards, Greater Heroism, Mass Bull's Strength, Mass Cure Moderate Wounds, Greater Dispel Magic, Contingency, Mass Eagle's Splendor, Bigby's Forceful Hand, Geas/Quest, Mass Fox's Cunning, Heal, Hardening, Heroes' Feast, Mass Owl's Wisdom, Undeath to Death.

7th—Mass Cure Serious Wounds, Spell Turning, Holy Word, Mordenkainen's Magnificent Mansion, Regenerate, Greater Restoration, Mass Hold Person, Resurrection, Refuge.

8th—Antimagic Field, Protection from Spells, Cloak of Chaos, Temporal Stasis, Mass Cure Critical Wounds, Holy Aura, Shield of Law, Greater Spell Immunity.

9th—Mass Heal, Miracle, True Resurrection, Freedom, Mordenkainen's Disjunction, Foresight.

Epic Healer[edit]

Table: The Epic Healer

Hit Die: d6

Level Special
21st Remove Disease 6/week
22nd Healing Boost 6/day
23rd Healing Aura 6/day
24th Remove Disease 7/week, Bonus Epic Feat
25th Healing Boost 7/day
26th Healing Aura 7/day
27th Remove Disease 8/week
28th Healing Boost 8/day, Bonus Epic Feat
29th Healing Aura 8/day
30th Remove Disease 9/week

4 + Int modifier skill points per level.

Remove Disease: A Healer can use this ability more times per day at 21st, 24th, 27th level, 30th level, as noted on Table:The Epic Healer.

Healing Boost: A Healer can use this ability more times per day at 22nd, 25th, and 28th level, as noted on Table:The Epic Healer.

Healing Aura: A Healer can use this ability more times per day at 23rd, 26th, and 29th level, as noted on Table:The Epic Healer.

Bonus Feats: The epic Healer gains a bonus feat (selected from the list of epic Healer bonus feats) every 4 levels after 20th.

Epic Healer Bonus Feat List: Epic Spellcasting, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Great Wisdom, Great Charisma, Great Dexterity, Great Constitution, Improved Metamagic, Improved Heighten Spell, Multispell, Intensify Spell, Improved Spell Capacity.

Human Healer Starting Package[edit]

Weapons: Quarterstaff.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Concentration 4 Con
Diplomacy 4 Cha
Gather Information 4 Cha
Heal 4 Wis
Knowledge (Local) 4 Int
Knowledge (Religion) 4 Int
Sense Motive 4 Wis
Spellcraft 4 Int

Feat: Sudden Silent.

Bonus Feats: Sudden Maximize.

Gear: Backpack with waterskin, one day's trail ration. bedroll, sack, flint and steel, and three torches.

Gold: 1d4 gp.

Campaign Information[edit]

Playing a Healer[edit]

Religion: Healers come in many varieties but most worship good gods.

Other Classes: Most people appreciate having a healer on the team. The only person a healer does not enjoy having on the team are barbarians and other classes that get hurt a lot. A healer hates nothing more than to see his hard work go to waste.

Combat: Healers are, suprisingly, healers. They are purely supportive characters that boost other characters.

Advancement: A healer is good by itself until it gets up to epic levels. However, because healers don't get any weapon or armor proficiencies, it's a good idea to multiclass as a fighter to make your healer a little more sturdy.

Healers in the World[edit]

Time is not a great healer. It is an indifferent and perfunctory one.
—Lux Blackthorn, Human Healer

Healers are accepted into nearly all communities.

Daily Life: <-day in the life of a character of this class->.

Notables: Healers, while being well liked, do not usually become famous.

Organizations: Healers belong to no group or organization and have no meetings.

NPC Reactions: NPCs enjoy having healers around.

Healer Lore[edit]

Characters with ranks in Knowledge (Local) can research Healers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Local)
DC Result
5 Healers are the best at their jobs of healing.
10 Healers can heal without using magic.
15 Powerful Healers can bring back the dead.
20 Almost all Healers live out their full life because it is so difficult to kill them

Healers in the Game[edit]

Healers Should be used in large groups who often need healing. As NPCs they are the village leaders and try to keep the village as healthy as possible. Healers do not usually fight and are almost never Hostile NPCs

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