Supreme Healer, Variant (5e Class)
(wip)
Supreme healer variant[edit]
Supreme healer is a healer who sacrifices himself for others. You are the chosen one from the stars and comets. Your power is to help others, even if they are your enemy.
Creating a Supreme healer[edit]
- Quick Build
To quickly build a Supreme healer, make Wisdom your highest. Followed by Dexterity, then Constitution. Take the Outlander or Hermit background.
Class Features
As a Supreme healer you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Supreme healer level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Supreme healer level after 1st
- Proficiencies
Armor: light armor, medium armor, shields
Weapons: Simple weapons
Tools: Choose any four.
Saving Throws: Constitution, Wisdom
Skills: Choose any four.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) two simple weapon
- (a) a component pouch or (b) an arcane focus or (c) a staff
- (a) a scholar's pack or (b) a dungeoneer's pack or (c) a explorer's pack
- a spellbook
Level | Proficiency Bonus |
Martial Arts | Features | Healing bonus | Cantrips Known | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||||
1st | +2 | - | Spellcasting, Healing bonus, Total Concentration, material control | 1d4 | 4 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | 1d4 | Action Surge, Martial arts | 1d4 | 4 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | 1d4 | Life infusion, Equinox | 1d4 | 5 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | 1d6 | Ability Score Improvement, Deflect Missiles | 1d4 | 5 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | 1d6 | Extra attack | 1d6 | 6 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | 1d6 | Ability Score Improvement, Hope | 1d6 | 6 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | 1d6 | Evasion | 1d6 | 7 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | 1d6 | Ability Score Improvement | 1d6 | 7 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | 1d8 | Extra attack(2) | 1d8 | 8 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | 1d8 | Ability Score Improvement | 1d8 | 8 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | 1d8 | Martial arts Quality, Hope(2) | 1d8 | 9 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | 1d8 | Ability Score Improvement | 1d8 | 9 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | 1d8 | Extra attack(3) | 1d10 | 9 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | 1d10 | Vanish | 1d10 | 9 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | 1d10 | Timeless Body | 1d10 | 9 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | 1d10 | Ability Score Improvement, Hope(3) | 1d10 | 9 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | 1d10 | Extra attack(4) | 2d6 | 9 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | 1d12 | Action Surge(2) | 2d6 | 9 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | 1d12 | Ability Score Improvement | 2d6 | 9 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | 1d12 | Spells Recovery | 2d6 | 9 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting[edit]
- Spellcasting Ability
- Spellcasting ability
Wisdom is your spellcasting ability. Additionally, you use your Wisdom modifier when you set the saving throw DC for a spell you cast and when you make an attack roll with one. You know all the spells of the sorcerer class, but you can only use them with the necessary spell slot.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
- Spell book
At level 1, you have a spellbook containing four level 1 supreme healer spells of your choice. Your spellbook is the repository of the ultimate healer's spells you know, except your cantrips, which are fixed in your mind.
Karma[edit]
The Supreme Healer has perfected the ability to channel his own life energy, sacrificing part of his health to unleash powerful healing and protection techniques. This ability represents the cosmic balance of karma, where energy given is returned in the form of extraordinary abilities.
Starting at level 3, you can use your own life energy to power your healing and protection techniques.
Life Sacrifice: You can spend your own hit points to power your mudras. For every 5 hit points you spend, you gain 1 karma point. You can accumulate a maximum of karma points equal to your level + you wisdom, and the damage from exchanging hit points to karma is taken if you fall unconscious or on a short or long rest, if this damage exceeds your maximum hit points you will have to take 2 long rests or you will not be able to use this ability, you have laying on of hands called mudras, which are listed at the end of the class
You can meditate on a short or long rest and gain 1 karma point for each hour in which you meditated without taking damage
Nirvana: when you take damage from the enemy you gain karma points equal to the damage they dealt
Healing bonus[edit]
The amount of the Healing bonus increases as you gain levels in this class, as shown in the Healing bonus column of the Supreme healer table.
Starting at the ninth level, all the healing you perform thanks to a greater knowledge of your being and the universe that surrounds you will allow you to convert excess healing into false life since you link yourself at an almost atomic level, seeing the wounds at the level cellular which allows you to heal wounds from beginning to end, at level fourteen all your healings are doubled and are rolled in the maximum number of dice, since now you are capable not only of intervening at a quantum level but also spiritually giving you the ability to heal by linking your soul with nirvana which is the absolute order of things and allows you to intervene in a spiritual and material way with the creatures in your environment Excess healing on a creature healed by you now also restores parts of its body; a creature cannot gain the benefits of this ability if it lost that body part more than 24 hours ago.
Total Concentration[edit]
Starting at level 3, thanks to your knowledge of life itself and the creation in your environment thanks to the constant training of the anatomy and meditation of your soul, you know the creatures as if they were yourself, giving you the ability to neutralize your enemies. enemies without causing them damage, obtaining the following benefits for 1 minute as a free action:
As a bonus action within 15 feet you can choose to view one of the enemy's weaknesses:
the type of enemy creature as well as its cr
One of his combat-related skills
Their AC as well as the type of armor and weapons they carry In the case that they have natural armor and natural weapons, your DM can choose to tell you more about the biology of said creature.
You gain advantage on your next unarmed attacks
Your unarmed attacks lose the ability to deal damage to the enemy. Instead, you roll the damage from all your unarmed attacks and add it to your attack modifier and the save roll of your attacks.
When you attack the enemy with your unarmed attacks you can choose to hit them at different pressure points on their body:
Feet: The enemy must succeed on a dexterity saving throw with a DC equal to 8 + your attack mod + your proficiency mod or lose half their movement speed
Legs: The enemy must succeed on a dexterity saving throw with a DC equal to 8 + your attack mod + your proficiency mod or be knocked prone until their next turn in combat.
Stomach: The enemy must succeed on a constitution saving throw with a DC equal to 8 + your attack mod + your proficiency mod or they will lose the ability to heal or regenerate until their next turn
Chest: The enemy must succeed on a constitution saving throw with a DC equal to 8 + your attack mod + your proficiency mod or be paralyzed until their next turn
Hands: the enemy must pass a strength saving throw with a DC equal to 8 + your attack mod + your proficiency mod or he will drop any type of object held in that hand
Arms: the enemy must pass a strength saving throw with a DC equal to 8 + your attack mod + your proficiency mod or his arm will be broken, removing the ability to attack with that arm
Neck: The enemy must succeed on a Charisma saving throw with a DC equal to 8 + your attack mod + your proficiency mod or the enemy will lose the ability to speak until their next turn
Head: the enemy must pass two wisdom saving throws with a DC equal to 10 + your attack mod + your proficiency mod or they will be stunned and blinded. If they fail, only one will remain blinded until their next turn.
Nape: *you can only perform this blow if you have your back to the enemy*
The enemy must succeed on a Constitution saving throw with a DC equal to 8 + your attack mod + your proficiency mod or they will be unconscious until the end of your next turn.
Back: *you can only perform this blow if you have your back to the enemy*
the enemy loses the ability to react until their next turn
You can disable this ability but by doing so you will lose one use of it.
- You get one use of this skill and another at levels 6,11,17 for long rest
Starting at level fourteen, you have access to linking yourself with Nirvana, the order of all things, which allows you to use the following extra benefits as long as your character is in Nirvana and not under the negative effects of being stunned or unconscious:
Your unarmed strikes have a range equal to your Wisdom mod multiplied by your Dexterity mod.
When you attack with your unarmed blows, instead of neutralizing a part of the creature's body, you can try to intervene in its consciousness and spirit. The enemy must make a wisdom saving throw with a DC equal to your wisdom mod + your wisdom mod. attack or this attack will leave the opponent in a catatonic state since you will make him see nirvana until the end of his next turn, while he is in this state he will not be able to perform any type of action and will remain in a semi-conscious state in which he will spend the rest of the your turn seeing how and analyzing how each part of the world around you works at a molecular level
Control of the material world[edit]
Control of the World Material is an extraordinary ability that allows its possessor to influence physical objects using only the mind. Those who master this ability can manipulate the matter around them, from moving objects at a distance to altering their shape and molecular structure. This ability goes beyond simple telekinesis, as it implies complete mastery over the physical laws of the environment. Skilled practitioners can build, repair, and dismantle structures with surgical precision, as well as use everyday objects as improvised tools or even formidable weapons. Control of the Material World is both a display of mental prowess and an expression of power over the physical environment, demonstrating that the human mind can be the most powerful tool when it connects directly with the world around it.
Starting at level 1, you gain proficiency with heavy armor, you can also fly at half your normal speed with it, although walking with it takes away half your normal speed and gives you disadvantage on stealth checks, as well. You can attract or throw an object as an action or additional action, the weight to control will be equal to a number of karma points multiplied by your wisdom mod and the object cannot be of a size category larger than yours.
At level 7 your flight speed with armor becomes 60 and at level level 14 as long as you are under the effects of nirvana this speed is doubled, you can also spend a karma point and double it again as a reaction
Martial arts[edit]
Imagine a martial artist who masters a unique style, based on the use of inner power to interact with his environment in a harmonious way and without causing unnecessary harm. Inspired by the philosophy of traditional Eastern martial arts, this practitioner strives to maintain a balance between strength and compassion.
Martial Art Style:
This martial artist specializes in a style that integrates fluid and precise techniques with principles of respect for life and nature. His training focuses on channeling his internal energy, known as "chi" or "ki", to strengthen his body and mind without wasting energy or damaging the environment around him. Through graceful and controlled movements, he can effectively defend himself without resorting to excessive violence.
Philosophy and Approach:
The central philosophy of this martial artist is based on harmony and respect. Believes that every action must be in balance with the universe and nature. This is reflected in the way they interact with others and their environment. He prefers to resolve conflicts peacefully and only uses force when he has no other choice. Its objective is to protect and preserve life in all its forms.
Specific Techniques:
Controlled Chi Movements: Uses techniques that allow you to channel your chi to strengthen your strikes and blocks without causing unnecessary damage. He can neutralize an opponent with precise movements that deflect the force of the enemy attack without returning it in a destructive manner.
Non-Lethal Defense: In situations where conflict is inevitable, prefers defense techniques that temporarily incapacitate the opponent without causing serious injury. This may include strikes directed at pressure points or immobilization techniques that allow the opponent to surrender without permanent damage.
Adaptability and Fluency: His style emphasizes adaptability and fluidity in combat. He can change tactics quickly depending on the situation and the opponent's aggression level. This allows him to respond effectively to different types of threats without compromising his ethical principles.
Meditation and Mental Training: In addition to physical training, he dedicates time to meditation and mental development. This strengthens his concentration, increases his ability to make quick decisions, and helps him stay calm under pressure.
Ethics and Responsibility:
As a martial arts practitioner, this martial artist adheres to a strict code of ethics that prioritizes compassion, humility, and service to others. He believes that true power lies not in brute strength, but in self-control and the wisdom to use martial skills responsibly.
In short, this martial artist is an example of how inner power and physical strength can combine to protect and preserve harmony, both in combat and in daily life. His integrative approach not only makes him a formidable combatant, but also an advocate for peace and balance in his community.
At 2nd level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes.
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain Supreme healer levels, as shown in the Martial Arts column of the Supreme healer table.
When you use the Attack action with an unarmed strike or simple weapon on your turn, you can make one unarmed strike as a bonus action.
supreme healer techniques[edit]
obtain a number of techniques equal to your proficiency mod + your wisdom mod, all listed at the end of the class.
Life infusion[edit]
The Life Infusion skill is an exceptional power that allows its user to sacrifice a portion of their own vitality to transfer it to another person, whether to heal serious wounds, revitalize their energy, or even revive someone from the brink of death. This ability manifests as an act of generosity and sacrifice, but also carries considerable risk, as the user must be able to withstand the loss of vitality without endangering her own life.
You sacrifice some of your health to mend another creature's injuries. You take 1d8 necrotic damage, which can't be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.
You can also trade part of your spell slots to a creature you can see.
at level fourteen and while you are under the effects of nirvana you can spend an amount equal to the creature's level or cr in karma points and revive it as the effect of the true resurrection spell, after using this ability you must wait until a rest dragged on
Equinox[edit]
Equinox is a mystical ability that allows the user to momentarily dispel nearby magic flowing around them. This ability manifests as an ethereal energy field that temporarily alters and neutralizes magical currents in its proximity, affecting both cast spells and active magical effects.
Starting at the 3rd level, you can Use react to cast spell Effect "Antimagic Field" without wasting Spell Slots. The area within 10-foot radius of the center becomes a magical defense field for a short period of time. When living things enter or stay in that area Its speed will drop to 0 on my turn. You may use this feature a number of times equal to your Wisdom modifier, and you regain all uses of this feature after you finish a long rest.
If you are under the effects of nirvana, you can use an extra karma point and double the range of the sphere.
Deflect Missiles[edit]
Starting at 4th level, you can use your reaction when hit by a ranged weapon attack to deflect or trap the missile. When you do so you roll an attack roll and you must surpass the enemy's otherwise you must roll a skill check with a cd equal to the enemy's attack mod or take half the full damage if you succeed.
Ability Score Improvement[edit]
When you reach 4th level, and again at 7th, 9th, 11th, 13th, 15th, 18th and 20th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This increases to 3 attacks starting at 9th level and 4 attacks at 13th level and 5 attacks at 17th level.
Hope[edit]
In the realms of mind and spirit, there is an ancient ability known as "Hope", which grants its possessor the ability to generate an aura of hope around their consciousness, guiding them towards inner nirvana.
This unique ability manifests as a radiant energy that emanates from the depths of the being. Those who cultivate it experience a deep connection with their own potential and that of the universe around them. The aura of "Hope" not only illuminates the path to inner peace, but also acts as a beacon of positivity and serenity to those who are nearby.
In its highest practice, those who master "Hope" can perceive harmony in everything around them. From the subtlest nuances of nature to the complexities of human relationships, the ability to see nirvana becomes an infallible guide to deep understanding and unconditional acceptance.
Practitioners of "Hope" not only seek their own enlightenment, but also become catalysts for positive change in the world around them. Through their aura of hope, they inspire others to achieve their own states of inner peace and spiritual clarity.
In short, "Hope" is not simply a skill, but a path to spiritual wholeness and universal connection. Those who embrace this ability discover that true nirvana is not a final destination, but a continuous, expansive state of consciousness that transforms the way they experience life itself.
Starting at level 6, and a as aditional action in a range of 30 feet for the duration.
- Each target has advantage on saving throws and death saving throws.
- Recover the maximum number of life points possible from any healing your allies receive,
- You can meditate as an action, which allows you to double your Wisdom and Dexterity modifier for your subsequent skill checks, saving throws, attack and damage rolls, or choose to double a statistic of your choice which cannot exceed 20, This skill can be stacked in combat up to your wisdom mod, You have a number of active turns with this ability equal to the number of turns you meditated up to your wisdom mod.
- You gain an additional reaction per round.
It automatically ends if you are reduced to 0 hit points, unconscious, or otherwise incapacitated.
At level 11, the range is 60 feet, and again at level 16, the range is 120 feet.
You can use this feature a number of times equal to your proficiency bonus modifier, and you regain all uses of this feature after finishing a long rest.
Evasion[edit]
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Martial arts Quality[edit]
Starting at the 11th level, when you make an unarmed strike, you may change the damage to the chosen type. This counts as magical damage and ignores resistance and immunity.
Choose one element: Rock (Bludgeoning, Piercing and Slashing), Fire, Cold, Lightning, Poison, Acid, necrotic or Radiant.
Vanish[edit]
Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.
Nirvana[edit]
At 14th level you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
Additionally, as an action you acquire the following benefits until the end of the combat and you must wait a long rest to be able to use it again
Nirvanic Transcendence is the supreme ability achieved by those who have completely mastered the connection to nirvana. This power allows the user to merge both physically and spiritually with the state of nirvana, granting them extraordinary abilities and a deep understanding of the universe and themselves.
Key aspects:
Cosmic Union: The user can merge their consciousness with the very fabric of nirvana, allowing them to perceive and understand all aspects of the universe in their purest form. This includes a direct connection to cosmic and spiritual energies that transcend normal human understanding.
- you have true vision, blindsight and vibration sense at 30 feet in addition to seeing the ethereal plane
Manifestation of Inner Peace: Being connected to nirvana, the user radiates an aura of peace and serenity that can affect their surroundings. This tranquility not only calms turbulent emotions, but can also dissolve conflicts and heal emotional and spiritual wounds.
- all friendly creatures within 60 feet are immune to being frightened or mind controlled in addition to adding your wisdom mod to their saves.
Body Transformation: The user can transform his physical body using the energy of nirvana. This can manifest as an ability to heal wounds quickly, increase physical stamina and longevity, and even temporarily alter their physical form to suit circumstances.
- all friendly creatures within 60 feet are healed equal to your wisdom mod in hit points, plus you can restore any limbs lost in battle as a reaction
Universal Clairvoyance: The connection to nirvana grants the user clear perception of past, present and future events, allowing them to make informed decisions and act in a manner consistent with universal balance.
- You can see the future for a number of rounds equal to your Wisdom mod within a 30-foot radius, which allows you to use your reaction to stop an enemy's action when they take it or use an object
Universal Energy Mastery: The user can channel and manipulate cosmic and spiritual energies for various purposes. This includes everything from protection against negative forces to strengthening personal abilities and assisting others on their path to enlightenment.
- Any test that you or any of your chosen allies perform within a 60-foot radius will be added to your wisdom mod, and you also have a number of extra reactions per round equal to your wisdom mod.
Limitations:
Spiritual Demand: Maintaining the connection with nirvana requires constant spiritual discipline and a deep understanding of oneself. Reckless or selfish use of this ability can unbalance the user's mental and spiritual state. After the combat is over you gain 5 points of exhaustion and must rest for 1 day.
Vulnerability to Darkness: Although the user can channel positive and spiritual energies, they are still vulnerable to negative influences and entities that could try to disrupt their connection to nirvana.
you are vulnerable to psychological damage
This ability not only represents supreme mastery over oneself and the universe, but also a commitment to peace, harmony, and universal understanding, essential characteristics of those who have achieved complete spiritual enlightenment.
mudras[edit]
As a bonus action, you can link yourself to a creature within 60 feet (nirvana 120 feet) and grant it the following benefits as long as it does not leave your target range;
Power: 3 Karma
The creature doubles its attack and damage modifiers and gains temporary hit points equal to half the damage it dealt,
Nirvana: The creature now gains critical hits of 17 and above and gains double the damage it deals in hit points
Energy: 2 Karma
The creature gains an extra bonus action at the start of its turn
Nirvana: The creature now gains an action and a possible extra bonus action at the start of its turn
Harmony: 2 Karma
The creature gains a half-coverage magic cloak of 10 hit points and 10 AC, if it breaks you must spend 2 Karma again to summon it again at the start of your turn
Nirvana: The cloak now grants full cover and you no longer need to spend Karma to summon it again at the start of your turn
Healing: 1 Karma
The creature at the start of each turn from their turns they gain healing equal to your wisdom mod
nirvana: the creature gains an amount of healing equal to your wisdom mod multiplied by your proficiency at the start of their turn
intuition: 3 karma
the creature gains a preparation action of their choice which does not spend their reaction but your own
nirvana: now they gain another preparation action and no longer spend your reactions
awareness: 6 karma
when casting a spell, the linked creature and you can exchange who casts it, an example is that if your ally casts fireball you can cast it instead of them as long as the ally decides or you decide they cast it for you
nirvana: now you both cast the spell at the same time without spending an extra spell slot
dimension: 1 karma
you and the allied creature change positions as long as the ally allows it
nirvana: now you can try to exchange positions with the enemy, you must roll a spell attack and overcome the enemy's ability to do so, after this you must spend another karma point to use this ability on an enemy
creation: 4 karma
the creature can now create small-scale elemental effects as a bonus action depending on the element you choose which are; fire, cold, lightning, rock, water, wind, the effects can be, move a small rock, blow out a candle, fill a small battery, fill a glass of water, and things like that although you can not have more than these effects active at the same time equal to your wisdom mod
nirvana: you can now create medium-scale effects and choose more elements such as radiant and necrotic
absolute: 5 karma
the creature gains range with its melee attacks or doubles it if it is a ranged weapon
nirvana: the creature now doubles the range of melee attacks and triples that of ranged weapons
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Supreme healer class, you must meet these prerequisites: Wisdom of 16.
Proficiencies. None
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