Healer, Variant (5e Class)
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- 1 Healer
- 2 Creating a Healer
- 3 Class Features
- 3.1 Table: The Healer
- 3.2 Spellcasting
- 3.3 Atonement
- 3.4 Devoted Healer
- 3.5 Healing Hands
- 3.6 Naturally Gifted
- 3.7 Curative Touch
- 3.8 Angelic Presence
- 3.9 Ability Score Increase
- 3.10 Graceful Voice
- 3.11 Blessed Touch
- 3.12 Effortless Healing
- 3.13 Celestial Companion
- 3.14 Beacon of Life
- 3.15 Over Flowing Vigor
- 3.16 Cleansed Spirit
- 3.17 Heavenly Voice
- 3.18 New Limb
- 3.19 New Life
- 3.20 Healer Spell List
- 4 Multiclassing
|A Healer Praying|
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
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.
As a Healer you gain the following class features.
- Hit Points
Armor: light armor, hide armor
Weapons: Simple Weapons
Tools: Herbalism Kit, Healer Kit
Saving Throws: Wisdom and Charisma
Skills: Choose 2 from the following: Persuasion, Animal Handling, Medicine, Nature, Religion and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) spear or (b) light crossbow and 20 Crossbow bolts
- (a) Herbalism Kit or (b) Healer’s Kit
- (a) leather armor or (b) hide armor
- 4d4*10 gold pieces and Prayer Book or Holy Symbol
|Features||Celestial Companion Ability||Cantrips Known||—Spell Slots per Spell Level—|
|1st||+2||Spellcasting, Devoted Healer, Healing Hands, Atonement||---||3||2||—||—||—||—||—||—||—||—|
|3rd||+2||Curative Touch, Angelic Presence||---||3||4||2||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||---||4||4||3||—||—||—||—||—||—||—|
|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||Over Flowing Vigor||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||—||—||—|
|14th||+5||Heavenly Voice||Stat Increase||5||4||3||3||3||2||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|
|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|
As a devoted user of healing and the divine, you have access to Healer spells. However, you might not choose many spells that do damage. 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 Healer list and healing spells 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 Wisdom Modifier + Healer Level.
At 1st level, you know three cantrips of your choice from the Healer spell list. You learn additional Healer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Healer table. A Healer can cast a Healer spell as a ritual if that spell has the ritual tag and it is prepared.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Remember, 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. This includes spells such as sacred flame or zone of truth. However, spells like guardian of faith which are not directly cast by the Healer are permitted, as provided these are non lethal. For spells such as magic circle their initial first effect works, yet for the Charisma Saving Throw, this is optional for the target and if allowed, the secondary effect works, however if they wish to resist, this automatically succeeds. This is the same for many of the spells in the Healer Spell List. Due to the Healer's Vows, spells to form Undead are frowned upon as they are shown as the failures of a Healer
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 loses 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 determined by the DM, and for the duration of the quest as long as it is being actively pursued without delay, a Healer has access to all healing and defense/warding spells that is equal to or lower than 3rd level, however this is up to the DM.
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 metal shield. A Healer who uses metal armor or metal 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 harm a living foe. Unless it is in self defense and there is no sign of getting peace. Their skills are ill suited for combat but may use the passive spells in their spell list.
As an aspect of this Vow, the Healer gains the option of gaining the spell cure wounds or healing word which does not count against the number of Healer spells prepared that you know. As at least all healers have one of these two spells, and as normal, you may of course pick one later in the class as a prepared spell, but as a developing Healer. You have the devotion to have one of these healing spells.
At 1st level, whenever the Healer casts a spell that cures hit point damage, they add their Charisma modifier to the amount healed (minimum of 1). For instance, if a 1st level healer with 18 Wisdom and 16 Charisma, casts cure wounds, they cure 1d8+4 points of damage normal, plus an additional 3 points of damage due to their Charisma bonus. This bonus applies only to spells that you cast as a healer, not to those that you may have by virtue of levels in another class.
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 not regain hit points from this feature again until it finishes a short or long rest. Healer’s also have double proficiency on Medicine skill checks, if already proficient. If the Healer does not have proficiency in Medicine, they get it from this feature. In addition, whenever the Healer uses a Healer’s Kit on a creature, they can be stabilized and return to 1 hit point, this can only occur to the same creature once after the end of a short or long rest.
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, frightened, paralyzed, or poisoned.
When the Healer reaches 3rd Level, they become inspired by the Solar that guides them, enough to gain the feature to notice lies, the Healer gains double proficiency on Insight skill checks, if already proficient. If the Healer does not have proficiency in Insight, they get it from this feature.
Ability Score Increase
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.
At 5th level, a Healer’s voice becomes soothing to the listener. A healer can use their bonus action to cast healing word at 1st Level, a number of times equal to their proficiency bonus after each long rest.
Also at 5th level, you are surrounded by an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest, if these effects end early. For example if dispelled, or the Healer has attacked a creature. These do not return as mentioned until the end of your next long rest. As this is self, this later applies also to your Celestial Companion, see Celestial Companion at 11th level.
At 6th level, a Healer’s touch can not only heal a target but restore them. Healers can cast lesser restoration at 2nd level without expending a spell slot a number of times equal to their Wisdom modifier each long rest. 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.
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.
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 allow the Healer to see through the Unicorn’s eyes and 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.
When you reach 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. Provided the rules for Graceful Voice still apply, this feature is also applies onto your mount.
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 18th level, the Unicorn has an increased move speed of 10ft.
At 19th level, the Unicorn gains an additional 12 hit points plus double their Constitution modifier and an additional +2 AC.
At 20th level, while riding the Unicorn, you share its Magical Resistance trait.
Beacon of Life
At 9th level, you and up to Charisma modifier (minimum of 1) 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. This can have its allies selected at the end of a long rest, and as free action (no action required) on your turn, can be swapped to another.
Over Flowing Vigor
At 10th level, your learn to improve someone's well-being even after they are as healthy as possible. Whenever you restore hit points to a creature and the amount healed exceeds their maximum hit points, the remaining hit points are given to that creature as temporary hit points. These temporary hit points last for ten minutes or until replaced or exhausted.
At 11th level, you can cast greater restoration without expending a spell slot once per long rest.
At 14th level, you can cast mass healing word without expending a spell slot once per long rest.
At 17th level, the healer can cast regenerate to restore a lost or damaged body part once per week.
At 20th level, when you bring a dead creature to life, for example when casting true resurrection, this is half of the cost for you.
If you reach 0 HP and have to make a death saving throw at the start of your turn. You have the option to be filled with divine force and gain the effects of casting aura of life without concentration which if this returns other creatures to 1 HP from this feature, they emit light for a 10ft radius, and dim light for 10ft beyond that. This is once per long rest.
Healer Spell List
A Healer primarily focuses on healing and abjuration magic, In which they protect themselves and others on the battlefield, usually seen as a form of Pacifism due to their oaths, they tend to push for others to handle situations, or for a more peaceful route.
Guidance, Light, Mending, Resistance, Spare the Dying, Thaumaturgy, Blade Ward, Message, Dancing Lights
Bless, Ceremony, Comprehend Languages, Cure Wounds, Create or Destroy Water, Detect Magic, Detect Poison and Disease, Detect Evil and Good, Expeditious Retreat, False Life, Fog Cloud, Goodberry, Healing Word, Heroism, Mage Armor Protection from Evil and Good, Purify Food and Drink, Sanctuary, Shield, Shield of Faith, Sleep, Speak with Animals
Aid, Augury, Continual Flame, Darkness, Enhance Ability, Find Traps, Gentle Repose, Lesser Restoration, Locate Animals or Plants, Locate Object, Prayer of Healing, Protection from Poison, Silence, Warding Bond, Animal Messenger, Misty Step, Pass Without Trace, Healing Spirit, Find Steed
Beacon of Hope, Clairvoyance, Create Food and Water, Daylight, Dispel Magic, Feign Death, Glyph of Warding, Magic Circle, Mass Healing Word, Meld into Stone, Protection from Energy, Remove Curse, Revivify, Sending, Speak with Dead, Speak with Plants, Tongues, Water Walk, Aura of Vitality, Catnap, Life Transference
Death Ward, Divination, Freedom of Movement, Guardian of Faith, Locate Creature, Stone Shape, Aura of Life, Aura of Purity, Arcane Eye, Dimension Door, Stoneskin, Find Greater Steed, Polymorph
Commune, Dispel Evil and Good, Greater Restoration, Hallow, Legend Lore, Mass Cure Wounds, Reincarnate, Raise Dead, Circle of Power, Dream, Teleportation Circle, Far Step
Find the Path, Heal, Heroes' Feast, Planar Ally, True Seeing, Word of Recall, Contingency, Primordial Ward
Etherealness, Plane Shift, Regenerate, Resurrection, Teleport, Temple of the Gods
Antimagic Field, Control Weather, Holy Aura
Foresight, Mass Heal, Power Word Heal, True Resurrection, Astral Projection, Gate, Invulnerability
Prerequisites. To qualify for multiclassing into the Healer class, you must meet these prerequisites: 13 Wisdom
Proficiencies. When you multiclass into the Healer class, you gain the following proficiencies: Simple Weapons, Light Armor, Healer's Kit and one proficiency from the Healer's class list