Healing Hand (3.5e Prestige Class)

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Healing hand[edit]

Rest now little one, your pain will be gone soon enough.
—Loralin, Elf Healing hand

Healing hands are people that have decided to devote their lives to healing others with their divine power.

Becoming a Healing hand[edit]

Healing hands are kind-hearted people and those sworn into the healing arts tend to take this class to improve their healing abilities. Healing hands are most often Clerics and Healers. A Healing Hand will often be a pacifist, as most Healing hands need Charisma to enhance their spells, and constitution and dexterity to keep their own in the battlefield.

Entry Requirements
Alignment: Any good alignment.
Ability: At least 14 charisma.
Skills: Heal 4 Ranks, Knowledge (religion) 4 ranks.
Feats: Self-Sufficient.
Spellcasting: Ability to cast 3rd level Cure spells.
Table: The Healing hand

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Healing touch, +1 Level Spellcasting
2nd +1 +0 +0 +3 +1 Level Spellcasting
3rd +1 +1 +1 +3 Healing Aura, Angelic Plane +1 Level Spellcasting
4th +2 +1 +1 +4 +1 Level Spellcasting
5th +2 +1 +1 +4 Pain empathy, +1 Level Spellcasting
6th +3 +2 +2 +5 +1 Level Spellcasting
7th +3 +2 +2 +5 Chain Heal, +1 Level Spellcasting
8th +4 +2 +2 +6 +1 Level Spellcasting
9th +4 +3 +3 +6 Master healer, +1 Level Spellcasting
10th +5 +3 +3 +7 My soul for yours, Immortal +1 Level Spellcasting
15th +10 +8 +8 +12 Soul Reborn, +1 Level Spellcasting

Class Skills (4 + Int modifier per level)
Concentration (Con),Spellcraft (Int),Survival (Wis),Gather Information (Cha),Hide (Dex),Knowledge (Int),Sense Motive (Wis),Listen (Wis),Move Silently (Dex)

Class Features[edit]

The following are class abilities of the Healing hand.

Healing touch (Sp): Each day, when you touch a creature or yourself, you can heal a number of points of damage equal to your class level × your Charisma modifier × 2. You can choose to divide your healing among multiple recipients, and you don’t have to use it all at once. Using your healing touch is a standard action. It has no effect on undead. For example, a 7th-level Healing Hand with a Charisma score of 16 (+3 bonus) can heal 42 points of damage (7 Healing Hand levels x 3 Cha x 2 = 42 Hit Points).

Healing Aura (Sp): 1/day, By spending 1 minute you can meditate to create a positive energy field that heals all in a 30-foot radius. Each round this effect is active, all creatures heal a number of Hit Points equal to your Healing Hand level + charisma modifier. Healing Aura lasts 1 round/Healing Hand's class level.

Angelic Plane (Sp): 3/day, you can shift to the celestial plane for 1 day or the amount of time of your choosing(as long as it doesn't exceed 1 day)

Pain Empathy (Sp): At will as an immediate action, when an ally within 60ft takes Hit Point damage, you can take any amount of that damage instead. This damage cannot be reduced in any way, including any resistances, immunities, or damage reductions that you or your ally possess.

Chain Heal (Ex): After healing an ally, the healing effect can 'jump' to another ally and heal him up to half of what the first ally was healed, and 'jump' again to heal a third ally up to half of what the second ally was healed. Each target may only be healed once by a chained heal effect and must be within 15 feet of the target before him.

Master healer (Ex): 3/day, When you cast a healing spell on an ally, you may heal an additional amount of Hit Points to that ally equal to 2 x (Spell level + Charisma modifier).

My soul for yours (Sp): Sacrifice your life to either revive a dead ally or kill a target creature. As a standard action, you must stab yourself in the heart, instantly killing you. For an ally, your sacrifice revives them as per the True Resurrection spell. Against an enemy, your sacrifice causes the enemy to be mortally wounded and die if they fail their save. Will save DC 30. If the enemy succeeds on their Will save, their current Hit Points is reduced to half.

Immortal (Sp): Gain Pseudo-Immortality for 4 turns with a boost of +3 to all Saves, Attacks, and damages.(takes 2 turns to cast)

Soul Reborn (Sp): 1/day instead of dying come back at full health with an attack of opportunity

Ex-Healing hand[edit]

If you lose your good alignment or fall out of favor with your deity, you lose all powers granted from this class. You can regain them if you have Atonement cast on you by a priest of your deity.

Campaign Information[edit]

Playing a Healing hand[edit]

Combat: Healing hands tend to stay in the back, healing their allies, but always staying near at hand.

Healing hands in the World[edit]

"Rest now little one, your pain will be gone soon enough."

Healing hands tend to be working in an infirmary or under a king but some choose to travel to try and find and help those who can't get medical help.

NPC Reactions: Many are pleased to see the arrival of a Healing hand and very few are ever unhappy about it.

Healing hand Lore[edit]

Characters with ranks in Knowledge (Religion) can research Healing hands to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
10 Healing hands are devoted healers.
15 Healing hands can cure people with spells more effectively than a normal cleric.
20 Healing hands have the power to bring anyone back to life, or kill them.

Healing hands in the Game[edit]

Healing hands work or travel to relieve the pain of others and get along with everyone they meet. Although they don't like evil acts, most Healing hands will turn the other cheek and give such people a good talking to. Healing Hands hate to see others suffering, and will sometimes (especially if neutral good) heal an enemy who is in immense pain.

Sample Encounter: Tending wounded in a field hospital.



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