Healer (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 Devoted Healer
- 3.4 Healing Hands
- 3.5 Atonement
- 3.6 Naturally Gifted
- 3.7 Curative Touch
- 3.8 Ability Score Increase
- 3.9 Graceful Voice
- 3.10 Blessed Touch
- 3.11 Effortless Healing
- 3.12 Celestial Companion
- 3.13 Beacon of Life
- 3.14 Cleansed Spirit
- 3.15 Heavenly Voice
- 3.16 New Limb
- 3.17 New Life
- 3.18 Faithful Denial
- 4 Multiclassing
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
|A Healer stopping to save a fallen soldier|
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
Tools: Herbalism Kit
Saving Throws: Constitution and Wisdom
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 bolts or (c) a potion of healing
- (a) Herbalism Kit or (b) Healer’s Kit
- (a) Leather armor or (b) Hide armor (if proficient)
- 4d4*10 gold pieces and Prayer Book
|Features||Spells Known||Celestial Companion Ability||Cantrips Known||—Spell Slots per Spell Level—|
|1st||+2||Spellcasting, Devoted Healer, Healing Hands, Atonement||2||---||3||2||—||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||2||---||4||4||3||—||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement, Celestial Companion||3||Empathic Link, Evasion||4||4||3||3||2||—||—||—||—||—|
|9th||+4||Beacon of Life||4||---||4||4||3||3||3||1||—||—||—||—|
|10th||+4||---||4||Shared Saving Throws||5||4||3||3||3||2||—||—||—||—|
|11th||+4||Cleansed Spirit||4||Shared Spells||5||4||3||3||3||2||1||—||—||—|
|12th||+4||Ability Score Improvement||4||+2HD, +2AC||5||4||3||3||3||2||1||—||—||—|
|14th||+5||Heavenly Voice||5||Stat Increase||5||4||3||3||3||2||1||1||—||—|
|16th||+5||Ability Score Improvement||5||---||5||4||3||3||3||2||1||1||1||—|
|17th||+6||New Limb||6||+4HD, +4AC||5||4||3||3||3||2||1||1||1||1|
|19th||+6||Ability Score Improvement||6||+6HD, +6AC||5||4||3||3||3||3||2||1||1||1|
|20th||+6||New Life||6||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 cleric spells. However, the only spells a Healer may take that deal damage are Guiding Bolt or Toll the Dead. Healers do not acquire spells from books or scrolls, nor do they prepare them through study. Instead, by praying to their deity they are granted the ability to innately pull forth divine magic, meaning a Healer would cast a spell as a sorcerer would using a Holy Symbol rather than an Arcane Focus to cast their spells.
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Healer table.
At 1st level, you know a number of spells equal to your proficiency bonus. You learn a number of spells equal to your proficiency bonus each time you level up.
- A Healers Spell DC is equal to 8 + Wisdom Modifier + Proficiency Bonus
- A Healers spell attack modifier is proficiency bonus + Wisdom modifier.
As Part of a Healer's Vow, they are forbidden from attempting to kill a foe, even in self defense. They may however, choose to inflict nonlethal damage if forced to defend themselves. They are idealists whom happen to be ill prepared for the perils of combat.
You are also a frequent user of divine magic and a user of protection. You can use your action to sense the presence of evil aligned creatures within a 60 foot radius. You can use this feature a number of times equal to your spellcasting modifier + proficiency bonus per long rest.
At 1st level, a Healer gains the ability to cast cure wounds at 1st level, without using a spell slot, once per short or long rest.
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 looses 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 determine by the DM, and for the duration of the quest as long as it is being actively pursued with no delay, a Healer has access to spells of 3rd level or lower.
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’t regain hit points from this feature again until it finishes a short or long rest. Healer’s also have double proficiency on Wisdom (Medicine) skill checks, if already proficient. If the Healer does not have proficiency in Medicine, they get it from this feature. In addition, Healer's gain 2 extra hit points per Healer level.
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, fear, paralyzed, or poisoned.
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 a number of times equal to their proficiency bonus between long rests. The spell will be cast at a level equal to Healer level halved (rounded down), at level 20 the spell slot level will not increase to 10 but instead casting Healing Word this way becomes a free action for the Healer.
At 6th level, a healer’s touch can not only heal a target but restore them. Healers can cast lesser restoration at will. Healers can also cast cure wounds at 3rd level without expending a spell slot once per long rest, this replaces the Healing Hands feature obtained at level 1 in this class.
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 not allow the Healer to see through the Unicorn’s eyes but 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.
At 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.
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 19th level, the Unicorn gains an additional 12 hit points plus double their constitution modifier and an additional +2 AC.
At 14th level, the Unicorn’s Strength, Dexterity and Intelligence increase by 2.
At 15th level, the Unicorn becomes proficient in Wisdom saving throws and adds half your proficiency bonus to Wisdom saving throws.
At 18th level, the Unicorn has an increased move speed of 10ft.
At 20th level, while riding the Unicorn, you share its Magical Resistance trait.
Beacon of Life
At 9th level, you and any allies within a 15ft 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 features range increases to 30ft at 17th level.
Alternate use if allowed by DM: You may give this effect to up to 5 party members and yourself for 30 minutes once per Long Rest. If you wish to use this again, you may expend a 1st level spell slot to do so. You may cast this using a higher level spell slot, gaining an additional 30 minutes for every level of the spell slot used.
At 11th level, you can cast greater restoration without expending a spell slot once per long rest.
At 14th level, your Graceful Voice feature changes, you now cast mass healing word without expending a spell slot, still following the previous restrictions and rules of Graceful Voice.
At 17th level, the healer can cast regenerate to restore a lost or damaged body part once per long rest.
At 20th level, once per week, you can bring a dead creature to life, as if casting true resurrection w/o material components.
Alternate use if Resurrection is banned:
At 20th level, once per week, you can bestow a creature with the faith to deny even death itself. This effect lasts for one week or until you use this ability again, and does not require concentration. If the creature is reduced to zero hitpoints, or killed outright (The player can decide which of these trigger the effect) the player is instead immediately stabilized and given hp equal to a roll of half their hit die, rounded down. The creature retains their hit die and are unaffected by the attack that would have killed them.
Prerequisites. To qualify for multiclassing into the Healer class, you must meet these prerequisites: 13 Wisdom, 13 Charisma and proficiency in Medicine.
Proficiencies. When you multiclass into the Healer class, you gain the following proficiencies: Simple Weapons, Religion