Healing Master (3.5e Prestige Class)

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Healing Master

Stay with me. I've never lost someone and I don't plan to start today.
—Flibbin Elder, Human, Cleric


Healing Masters decided to dedicate there lives to healing others with their divine power and abilities.

Becoming a Healing Master

All Healing Masters come from the ranks of divine spellcasters. Clerics and druids are the most common candidates.

Other divine classes are possible as well, such as Favored Souls and Mystics. The fastest path, however, is that of the cleric: all the required skills are class skills, and they have the fastest rate of spell level progression. Combat Medic's are also know to bolster their healing with these abilities.

A Healing Master's duty is to aid in the well being of others. They typically come from the ranks of Clerics or Druids.

Entry Requirements
Alignment: Any Good
Ability: At least 16 Wisdom.
Skills: Heal 10 ranks, Knowledge (religion) 8 ranks
Spellcasting: Ability to cast 4th-level divine Conjuration (Heal) spells
Special: Must have stabilized and healed a dying individual.
Table: The Healing Master

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +2 +0 +2 Spontaneous Heal 1, Healing Reserve, Empower +1 level of existing divine spellcasting class
2nd +1 +3 +0 +3 Spontaneous Heal 2, Bonus Feat +1 level of existing divine spellcasting class
3rd +2 +3 +1 +3 Spontaneous Heal 3, Extend +1 level of existing divine spellcasting class
4th +3 +4 +1 +4 Spontaneous Heal 4, Maximize +1 level of existing divine spellcasting class
5th +3 +4 +1 +4 Spontaneous Heal 5, Immediate Heal +1 level of existing divine spellcasting class

Class Skills (2 + Int modifier per level)
The Healing Master's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Survival (Wis). See Chapter 4 of the Player’s Handbook for skill descriptions.

Class Features

All of the following are class features of the Healing Master.

Weapon and Armor Proficiency: Healing Masters gain no proficiency with any weapon, armor, or shield. Armor check penalties for heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to Swim checks.

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a Healing Master, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Spontaneous Heal: Upon reaching each level a Healing Master chooses one Conjuration (Heal) spell that he has access to. The Healing Master can "lose" any prepared spell that is not a domain spell in order to cast one of his chosen Conjuration (Heal) spells of the same level or lower.

Healing Reserve: You have the innate ability to enhance your healing spells. You can use your Healing Reserve a number of times per day equal to your Healing Master level plus your Wisdom bonus (if any). As long as you have at least one daily use of your Healing Reserve remaining, you also gain a +1 bonus to your Conjuration (Heal) caster level. Your Healing powers are Empower, Extend, Maximize, and Immediate.

Empower: You can spend one daily use of your Healing Reserve to Empower the next Conjuration (Heal) spell that you cast in the same round. (As the Empower Metamagic Feat, no level adjustment)

Bonus Feat: Beginning at 2nd level you may choose a Bonus Feat from the following list: Augment Healing, Imbued Healing, Sacred Healing, Sacred Purification, or Touch of Healing. You must meet any prerequisites that the Feat has.

Extend: Beginning at 3rd level you can spend one daily use of your Healing Reserve to Extend the next Conjuration (Heal) spell that you cast in the same round. (As the Extend Metamagic Feat, no level adjustment)

Maximize: Beginning at 4th level you can spend two daily uses of your Healing Reserve to Maximize the next Conjuration (Heal) spell that you cast in the same round. (As the Maximize Metamagic Feat, no level adjustment)

Immediate Heal: Beginning at 5th level you can spend two daily uses of your Healing Reserve to cast a Conjuration (Heal) spell as an immediate action. (This follows the standard rules for immediate actions) Conjuration (heal) spells used with the Healing Reserve can only be cast on a living creature(s).

Ex-Healing Master

If you lose your good alignment, you loss all powers granted from this class. You can regain them if you later regain your good alignment.

Campaign Information

Playing a Healing Master

Combat: Healing Masters occupy a similar role in battle to clerics and druids, providing divine spells and healing to their comrades with healing being their primary focus.

Healing Masters in the World

Locations: Healing Masters tend to stay in a metropolis since they tend to have the largest number of people that may require their services. They are also commonly found on the battlefield keeping their soldiers ready to defend their kingdoms and to prevent as much loss of life as possible. A few venture off into the unknown as adventurers tend to get into some of the more dangerous situations and someone needs to look after them.



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