Healer (5e Class)
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The fighter stands tall with their sword and shield in hand, running toward the battle. The wizard staying back to cast spells from afar. The rogue sneaking their way around to find the best angle at which to strike. Right in the middle of the battle, here comes not the cleric but the healer. The healer rushes in, casting aside their own safety for the vitality of others. Running to ensure the fighter can keep fighting the good fight, ensuring the wizard can continue to blow holes in the enemies defenses, all the while the rogue launching their sneak attacks against unsuspecting enemies. The healer rushes to them all, riding in on their celestial companion, showing all that they are devoted to the cause of life.
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, Charisma should be your highest ability score followed by Constitution and then closely followed by Dexterity or Wisdom. Second, choose the Hermit background from the Player's Handbook.
As a Healer you gain the following class features.
- Hit Points
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a component pouch or (b) a holy symbol
- (a) a scholar's pack or (b) a priest's pack
- Leather armor and any simple weapon.
|Features||Cantrips Known||—Spell Slots per Spell Level—|
|1st||+2||Spellcasting, Medical Focus, Healing Hands||3||2||—||—||—||—||—||—||—||—|
|3rd||+2||Healer Order, Effortless Healing||3||4||2||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||4||4||3||—||—||—||—||—||—||—|
|6th||+3||Order Feature, Celestial Companion Improvement||4||4||3||3||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement, Cleansing Touch||4||4||3||3||2||—||—||—||—||—|
|12th||+4||Ability Score Improvement||5||4||3||3||3||2||1||—||—||—|
|16th||+5||Ability Score Improvement||5||4||3||3||3||2||1||1||1||—|
|19th||+6||Ability Score Improvement||5||4||3||3||3||3||2||1||1||1|
As a conduit for divine power, you can cast healer spells.
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 additional healer table.
- Preparing and Casting Spells
The additional healer 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.
You prepare the list of additional healer spells that are available for you to cast, choosing from the additional healer spell list. When you do so, choose a number of additional healer spells equal to your Charisma modifier + your healer level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level additional healer, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of additional healer spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
- Spellcasting Ability
Charisma is your spellcasting ability for your additional healer spells. The power of your spells comes from your devotion to your deity. You use your Charisma whenever a additional healer spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a additional healer spell you cast and when making an attack roll with one.
- Ritual Casting
You can cast a healer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
- Spellcasting Focus
You can use a holy symbol (see “Equipment”) as a spellcasting focus for your healer spells.
Starting at 1st level, whenever you use a healer spell of 1st level or higher to restore hit points to a creature, the creature regain additional hit points equal to your Charisma modifier.
Also at 1st level, you gain proficiency in the Medicine skill, and you add twice your proficiency bonus in checks made using this skill. In addition, you can use a Healer's Kit using a bonus action on your turn, instead of an action.
At 2nd level, the deities of life recognize you devotion and grant you a celestial, to serve you with loyalty. As an action, you can summon this creature.
The companion appears in an unoccupied space of your choice that you can see within 30 feet of you. Any friendly creature within 10 feet of the creature when it is summoned regain hit points equal to your Charisma modifier.
The celestial companion is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Celestial Companion stat block, which uses your proficiency bonus (PB) in several places. The companion is a small or medium creature, but you determine the companion's appearance. Usually healer companion's take the form of a unicorn, that serve as a symbol of healing and purity, while others look like lammasus, sphinxes, couatls and nagas.
The celestial companion manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the companion again, or until you die. If the spare the dying spell is cast on it, it regains 2d6 hit points. In addition at 6th level, You can now cast a healing spell from you or your celestial companion.
In combat, your companion shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a your action or bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, your companion will try it's best to protect you.
You can summon your celestial companion twice, and regain your uses of this feature after a short or a long rest.
At 3rd level, you can heal your allies with speed and ease. You can cast spells that restore hit points and spare the dying using a bonus action, instead of an action on your turn.
Your blessed touch can restore the health of a creature. At 8th level, when you restore hit points to a creature using a Healer spell or feature, you can also end one disease or one of the following conditions: blinded, deafened, paralyzed, poisoned, or stunned.
Starting at 10th level, you can use your divine energy to cause one creature's limb to regrow, as if you had cast regenerate.
In addition, the creature regain a number of hit points equal to twice your level in this class, and the creature regain a number of hit points equal to half your level for each minute over the course of an hour.
At 20th level, you can use this power to bring a creature back to life. This works as a true resurrection spell, which you can cast once, without spending a spell slot or material components.
Once you use this ability to regenerate a creature, you can't use it again until you finish a long rest. If you use it to resurrect a creature, you can't do it again for the next 7 days.
Armor Class 13
Hit Points 5 + five times your Healer level
Speed 30 ft., fly 30 ft.
STR 14 (+2) DEX 14 (+2) CON 14 (+2) INT 11 (+0) WIS 13 (+1) CHA 15 (+2)
Damage Immunities poison
Condition Immunities charmed, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages celestial and understands the languages you speak
Proficiency Bonus: equals your bonus
Telepathy. The celestial can communicate with you telepathically, up to a range of 100 feet.
Slam. Melee Weapon Attack: your spell attack modifier to hit, range 5 ft., one target you can see. Hit: 1d8 + PB bludgeoning damage.
Celestial Bolt. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d8 + PB radiant damage.
Teleport. The companion and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Each of these creatures gain a number of temporary hit points equal to 1d4 + PB.
Hospitaler Knights Order
Hospitaler knights are militant healers, specialized in using their powers to aid wounded allies on the battlefield. They combine healing power and combat training to become an indispensable resource on a battle.
- Divine Ordnance
At 3rd level, when you finish a long rest, you can bond with a suit of armor you are proficient with and with a weapon of your choice. You add your Charisma modifier, instead of Dexterity to your AC when using the armor and your Charisma, instead of Strength or Dexterity for attacks and damage rolls with the weapon.
In addition, you gain proficiency with martial weapons and medium armor.
- Celestial Mount
At 3rd level, when you summon your Healer's Companion, it can take a form of a Large creature and be used as a mount.
While using your companion as a mount, the mount can't benefit from its flying movement speed until you reaches the 14th level.
- Lay on Hands
Starting at 3rd 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 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.
- Extra Attack
Starting at 6th level you can attack twice, instead of once, when you take the attack action on your turn.
- Cleansing Touch
Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
- Healing Chain
Starting at 18th level, when you cast one of Healer spells that require a spell slot, you can cause one creature within 60 feet to regain hit points equal to your Charisma modifier (minimum +1) + the spell’s level.
Radiant Servants Order
Radiant servants are members of an order of pelor, and use the power of the sun god to heal creatures and protect them from the forces of darkness.
- Bonus Cantrips
Starting at 3rd level, whenever you cast a spell that creates bright light, such as a daylight spell, the radius of the bright and dim light are doubled, and the spell is treated as one level higher for the purposes of being dispelled or counterspelled.
- Divine Health
By 3rd level, the divine magic flowing through you makes you immune to disease.
- Channel Divinity
At 3rd level, your devotion to Pelor allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.
When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
Turn Undead. You can use an action, you can choose one undead you can see within 30 feet and force it to make a Wisdom saving throw.
On a failed save, that creature is turned. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the Banishment spell, no concentration required) if it isn't on its plane of origin and its challenge rating is at or below CR 1/2 or lower. This increases to CR 1 at 8th level, 2 at 11th level, 3 at 14th level and 17th at 4 or lower.
Radiance of the Dawn. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
- Aura of Warding
Starting at 6th level, whenever you or a friendly creature within 10 feet of you or your Healer's Companion it must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
- Radiant Blasts
Starting at 6th level, your link to pelor allows you to serve as a conduit for radiant energy. When you cast a spell that deals radiant damage, you add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.
- Positive Energy Burst
Starting at 14th level, you can cast sunbeam once, without spending a spell slot. When you cast sunbeam using this feature, you don't target allied creatures and all undead creatures within the area take maximum damage for this spell.
- Supreme Healing
Starting at 18th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
Healer Spell List