Absolute Healer (5e Class)

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Absolute Healer[edit]

Absolute healers are creatures blessed with the power of mending wounds and cleansing ailments with a single touch. These healers wander the world helping those who are injured and ill, offering their medicine capabilities.

The power of an absolute healer is magical in nature. They learn how to harness energy directly from the weave and use that magical power to accelerate the natural healing process of one's body, to purify a creature killing microorganisms that may affect one's health, or improve the vigor of a living creature. Some absolute healers can even cure the ultimate impairment to someone's life, by reverting death itself.

Absolute healers can learn this practices from a plethora of sources. Some are trained in hospitalar orders, and wander battlefields not to take lives, but in a effort to save fallen soldiers. Others are students of the medical arts, and use the magical healing powers in combination with scientific methods to achieve the best results. There are also those who turn themselves to the gods, being trained in curative arts by temples and monasteries devoted to gods of life and cure.

Creating an Absolute Healer[edit]

When creating an absolute healer, ask yourself a few questions: how did you learn to heal with your touch? Do you belong to a religious order, or have you researched how to do so by reading extensive codex about healing and medicine? Why did you became a healer? Do you have an innate drive to help others, or do you seek status, fame and respect trough the practice of this noble art?

Quick Build

You can make an Absolute Healer quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Hermit background. Third, choose the quaterstaff, the light crossbow and 20 bolts, the scholar's pack, the healer's kit, the leather armor and dagger as starting gear.

Class Features

As a Absolute Healer you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons
Tools: None
Saving Throws: Constitution, Wisdom
Skills: Choose two from Animal Handling, Insight, Investigation, Medicine, Perception, Persuasion and Survival.

Equipment

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

  • (a) mace or (b) quarterstaff or (c) spear
  • (a) shortbow and quiver with 20 arrows or (b) light crossbow and 20 bolts or (c) sling and pouch with 20 bullets
  • (a) scholar's pack or (b) priest's pack
  • healer's kit, leather armor, a dagger

Table: The Absolute Healer

Level Proficiency
Bonus
Features
1st +2 Medicinal Touch, Treatment
2nd +2 Lay on Hands, Mending Aura, Life Surge
3rd +2 Path Feature, Cure Ailments
4th +2 Ability Score Improvement
5th +3 Touch of Vigor, Reinvigorate
6th +3 Path Feature
7th +3 Aura of Martyrdom, Perfect Health
8th +3 Ability Score Improvement
9th +4 Prevent Death
10th +4 Aura of Health
11th +4 Regenerative Aura
12th +4 Ability Score Improvement
13th +5 Preventive Care
14th +5 Aura of Vitality
15th +5 Path Feature
16th +5 Ability Score Improvement
17th +6 Fount of Life
18th +6 Path Feature
19th +6 Ability Score Improvement
20th +6 Wave of Cure

Medicinal Touch[edit]

Starting at 1st level, your mere touch is capable of mending wounds. When you touch a creature, that creature can spend 1 hit dice and regain a number of hit points equal to the number rolled plus your Wisdom modifier.

In addition, whenever a creature within 5 feet of you is at 0 hit points, you can use your medicine touch to cause that creature to make a Death Saving Throw. If a creature succeeds on this save, it regains 1 hit point.

When you touch an undead with this touch, you can cause damage to it instead. The undead must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Wisdom modifier), or lose a number of hit dice equal to your proficiency bonus and you roll the hit dice, causing radiant damage to the undead equal to the number rolled plus your Wisdom modifier.

Treatment[edit]

Also at 1st level, you can provide treatment to cure ailments affecting a creature. Over the course of a short or a long rest, you can spend 1 use of your healer's kit to remove a poison or disease affecting a creature within reach.

You can also spend 1 use of your healer's kit, to bind the wounds of a number of willing creatures equal to your Wisdom modifier. Make a Wisdom (Medicine) check against a DC equal 10 + amount of creatures. A creature who spends hit dice to regain hit points during this rest gain the maximum amount of hit points for the dice rolled, instead of rolling.

Life Surge[edit]

At 2nd level, whenever you use your Medicinal Touch on a living creature, it is reinvigorated, which allow that creature to take the Dash, Disengage, Dodge, Hide or make a single weapon attack as a bonus action on its next turn.

Lay on Hands[edit]

At 2nd level, your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your absolute healer level x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Mending Aura[edit]

At 2nd level, you can emanate an aura of healing of 10 feet around you. Whenever a creature is within your aura, you can consider that creature as if they were within 5 feet of you for the purposes of using your Absolute Healer features.

The aura increases as you gain levels in this class: 15-foot radius at 5th level, 20-foot radius at 9th level, 25-foot radius at 13th level and 30-foot radius at 17th level.

Cure Ailments[edit]

At 3rd level, you can remove afflictions affecting one's body. When a creature is under the effects of the blindness, deafness, stunned or paralyzed conditions, you can use your Medicinal Touch to, instead of restoring hit points, end that condition on the target.

Alternatively, you can use your Lay on Hands feature and spend 10 points to achieve the same effect.

Archetypes[edit]

Also at 3rd level, you can choose your absolute healer archetype. Your choice give you features at 3rd level, and again at 6th, 15th and 18th levels.

Touch of Vigor[edit]

At 5th level, you can use your action to cause up to two creatures within your Mending Aura to gain temporary hit points equal to your proficiency bonus + your Wisdom modifier. These temporary hit points last for 1 minute. You can use this ability on three creatures at 11th level, and four creatures at 20th level.

You can replace any use of this feature on your turn to make a Medicinal Touch instead.

Reinvigorate[edit]

Also at 5th level, you can spend 20 points from your lay on hands feature to bring a creature to life, mimicking the effects of the revivify spell, but without spending components.

Aura of Martyrdom[edit]

Starting at 7th level, when a creature within the mending aura takes damage, you can use your reaction to transfer that damage to yourself. When you do so, the damage is halved. This damage can't be further reduced by any means.

Perfect Health[edit]

At 7th level, your blessed body becomes immune to poison damage, disease and the poisoned condition. You can also remove those conditions in any creature you touch by using an action on your turn.

Prevent Death[edit]

At 9th level, whenever a creature other than you within your mending aura is reduced to 0 hit points, you can use your reaction and spend 5 points from your lay on hands pool to cause it to fall to 1 hit point instead.

When you do so, the creature also gain a number of temporary hit points equal to 5 + your Wisdom modifier + your Absolute Healer level.

Aura of Health[edit]

When you reach the 10th level, you and all creatures within the mending aura gain a bonus equal to your Wisdom modifier to their Constitution checks and saving throws.

Regenerative Aura[edit]

Starting at 11th level, your mending aura constantly soothe the wounds of your allies. When any ally starts their turn within 30 feet of your Mending Aura, that ally regains a number of hit points equal to half your Absolute Healer level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on constructs.

Undeads in that start their turn in the aura or move inside it for the first time must succeed on a Constitution saving throw (DC 8 + your Constitution modifier + your proficiency bonus) or take damage equal to half your Absolute Healer level.

Preventive Care[edit]

At 13th level, when you finish a long rest, you can choose a number of creatures up to your proficiency bonus within your reach. Each creature's hit point maximum and current hit points increases by 5 until the end of their next turn.

In addition, these creatures gain advantage on saving throws against poison and disease, and resistance to poison damage.

Aura of Vitality[edit]

At 14th level, all creatures inside your aura gain a bonus equal to your Wisdom modifier to all their saving throws (not cumulative with aura of health), and advantage on Constitution saving throws.

In addition, when a creature fail a saving throw inside your aura of vitality, you can spend 5 points from your lay on hands pool and add +5 to the result of the save, potentially changing the outcome.

Fount of Life[edit]

When you reach the 17th level, whenever you roll initiative, you regain a number of points from your Lay of Hand pool equal to your level in this class.

Wave of Cure[edit]

At 20th level, you can unleash your healing properties in a wave of positive energy. You can cast the spell mass heal once, without spending a spell slot.

Once you do so, you can't do it again until you finish a long rest.

Sainted Hands[edit]

Sainted hands are absolute healers who specialize themselves in the ability to cure wounds trough their blessed touch.

Surge of Vigor

At 3rd level, your touch reinvigorate your targets even further. Whenever you use your Lay of Hands on a creature, that creature gain additional benefits, depending on the amount of points spent.

5 points or lower. The target's speed is increased by an amount equal half its current speed.
6-10 points. The previous effect and the target have advantage on the next Constitution saving throw it makes within the next minute.
11-15 points. The previous effect and the target can take one additional action on its next turn.
Improved Pool

At 6th level, your ability to cure wounds increase even further. Your Lay on Hands pool doubles. In addition, when using your lay on hands pool to cure yourself, you can do so at the start of your turn, without using an action.

Purified Hands

At 15th level, while you have at least 1 point in your Lay on Hands pool, you can cast purify food and drink at will. In addition, you can cast cure wounds at will at its lowest level, as a bonus action, without spending spell slots, on a creature that is under half its maximum hit points or lower.

Wisdom is your spellcasting ability for this spell.

Touch of Resurrection

At 18th level, your blessed hands can bring a creature back from the dead. The creature must been dead for no longer than a number of days equal to your level in this class.

As an action, touch the dead body and spend 15 points from your healing pool. You must keep touching the creature until the end of your next turn. Upon completion, the creature return to life, and can spend any amount of its hit dice, regaining hit points as if it had completed a short rest. Otherwise, it returns to life with 1 hit point.

Hospitaler[edit]

Hospitalers are members of an order of knight-healers, who wander battlefields giving help to wounded soldiers and civilians caught in the crossfire.

Bonus Proficiencies

When you choose this archetype, you gain proficiency in the Animal Handling skill, with martial weapons and with heavy armor.

Born to the Saddle

Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.

Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

Battle Healer

Also at 3rd level, whenever you take the Attack action, you can use your bonus action to use your Medicinal Touch feature.

Protector of the Wound

At 6th level, whenever you use your Touch of Vigor feature, you can choose forgo targeting one creature to make a weapon attack instead. At 11th level, you can forgo targeting up to two creatures.

Aura of Combativeness

At 15th level, as a bonus action, you can spend up to 15 points from your Lay on Hands pool to give a bonus to attacks and damage rolls with weapons to any friendly creature inside your aura. The bonus equals +1 for each 5 points spent.

In addition, all weapons used by friendly creatures inside the aura are considered magical, for the purposes of overcoming resistances and immunity to non-magical damage.

This effect lasts for 1 minute, until you are unconscious or until you choose to end it as an action. This feature also ends if you use it again. Finally, this feature replaces (but don't add) to the bonus of magical weapons.

Defensive Aura

At 18th level, when a friendly creature is hit by an attack while inside your Mending aura, you can force the attacker to reroll the attack, choosing the new result. Once you use this ability, you can't use it again until the start of your next turn. Using this feature don't require any action.

Acolyte[edit]

Acolytes are absolute healers who devote themselves to a higher power, acting as servants of a god of cure and life, showing devotion trough the act of healing instead of praying.

Acolyte Spellcasting
Absolute Healer
Level
Cantrips
Known
Spells
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
Bonus Proficiencies

Starting at 3rd level, you gain proficiency with Religion.

Spellcasting
When you reach 3rd level, you learn how to use spells in battle.
Cantrips
Choose the cleric's spell list. You learn two cantrips of your choice from the cleric spell list. You learn an additional of your choice from the cleric list at 10th level.
Spell Slots
The Path of the Acolyte Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. you regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher
You know three 1st-level spells of your choice from your cleric spell list. The Spells Known column of the Path of the Acolyte spellcasting table shows when you learn more Acolyte spells of 1st level or higher.
Whenever you gain a level in this class, you can replace one of the Acolyte spells he know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for the Acolyte spells, since you learn this power through attunement to a higher power. You use your Wisdom whenever a spell refers to his spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Acolyte spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Merciful Touch

At 3rd level, you learn the spare the dying spell. In addition, you can cast this spell as a bonus action on your turn.

Overchanneling

At 6th level, you can harness the might of the higher power who imbued with with healing powers. Your Absolute Healer spells are considered to be cast with a spell slot of 1 level higher. This increases to 2 level higher at 11th level and 3 level higher at 17th level.

Expedient Healing

At 15th level, when you use your Medicinal Touch to cure a creature, you can cast an Absolute Healer spell that require an action as a bonus action on your turn.

Godly Avatar

At 18th level, you can become a paragon of your chosen entity for a brief moment. As a bonus action on your turn, you can spend 5 points from your Lay on Hands pool to gain a flying speed equal to your movement speed, lasting for the next 10 minutes.

Medic[edit]

Medics are absolute healers who mix both magical healing and scientific knowledge to get the best results on treatment of the wounded and ill.

Medical Expertise

Starting at 3rd level, you gain proficiency with the Medicine skill and with the Herbalist kit. If you are already proficient, you double your proficiency bonus with them.

In addition, whenever you make a skill check or use an Absolute Healer that uses your Wisdom modifier, you can choose to use your Intelligence instead.

Treatment

Also at 3rd level, you learn how to perform mundane practices of healing. As an action or a bonus action on your turn, you can use your healer's kit to mend the wounds of a creature. The target regain a number of hit points equal to your treatment die+ your Wisdom modifier + the target's maximum amount of hit dice. Doing so spend 1 use of your Healer's Kit.

Your treatment die is a d4. The die rolled increases to 1d6 at 5th level, 1d8 at 11th level and 1d10 at 17th level. Once you use this ability on a creature, you can't use it again until that creature finishes a short or a long rest.

Apothecary

At 3rd level, you learn how to concoct drugs to heal your allies and harm your opponents. You gain proficiency with the Alchemist Supplies and Poisoner supplies, and only spend half of resources and time when crafting potions, poisons and alchemical liquids.

In addition, you can spend your Lay on Hand points to concoct potions. A potion crafted in this manner lose its potency after 8 hours. You can craft the following potions: potion of healing (10 points), potion of greater healing (15 points), potion of poison (15 points), potion of resistance (25 points), elixir of health (30 points), potion of heroism (30 points), potion of superior healing (30 points).

Anatomical Wound

At 6th level you can use your action to make a deadly strike with a light weapon. When you hit a creature with a light weapon you are proficient with, you can spend any amount of points from your Lay on Hands feature to cause additional damage from the weapon's type equal to the points spent.

In addition, if you spend at least 5 points of that pool, you can force the target to make a Constitution saving throw, or inflict one of the following conditions on a failure: blinded, deafened, paralyzed or stunned. The effect lasts until the end of your next turn.

Incision

At 6th level, when using a dagger, you can use your Touch of Vigor to wound a creature, instead of healing. You can forgo any of your Touch of Vigor uses on your turn to, instead, make an attack with the dagger, using your Wisdom for the attack and damage rolls. When you make an incision, you can choose to cause either piercing or slashing damage.

In addition, when you make an incision, you can spend 5 lay on hands points to cause additional 5 necrotic damage to the target and cause the target to be poisoned until the end of your next turn.

Physician's Practice

At 15th level, you become a specialized physician, developing your abilities even further. Whenever you use your Lay on Hands feature to cure at least 5 hit points to a creature, you can also add your Treatment feature to the amount of hit points regained, without taking an action or spending uses of the Healer's Kit.

In addition, once per turn when you make an anatomical wound, you can make an incision against the same creature.

Ultimate Treatment

At 18th level, you can bring a creature back to life. As an action, you can spend 1 use of your healers kit and make a Medicine check against a DC equal 10. On a success, the creature returns back to life, with an amount of hit points equal to your Treatment roll. The creature can roll any amount of hit dice it has and regain hit points as if it had completed a short rest.

The target must succeed on a Constitution saving throw equal 10 + the amount of hit dice it chooses to roll + 1 for each minute it has been deceased. On a failure, it returns with 1 level of exhaustion.

Each time you use this feature, the DC for the Medicine check and for the Constitution saving throw of the target increases by 5. The DC resets to 0 upon completion of a long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Healer class, you must meet these prerequisites: Wisdom 13.

Proficiencies. When you multiclass into the Healer class, you gain the following proficiencies: Light armor, medium armor, simple weapons.

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