Supreme Healer (5e Class)
Supreme healer[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: 1d12 per Supreme healer level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + 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
- If you are using starting wealth, you have 10d10 x 10 in funds.
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, Unarmored Defense | 1d6 | 4 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | 1d6 | Action Surge, Martial arts | 1d6 | 4 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | 1d6 | Life infusion, Equinox | 1d6 | 5 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | 1d6 | Ability Score Improvement, Deflect Missiles | 1d6 | 5 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | 1d6 | Extra attack | 1d8 | 6 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | 1d8 | Ability Score Improvement, Hope | 1d8 | 6 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | 1d8 | Evasion | 1d8 | 7 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | 1d8 | Ability Score Improvement | 1d8 | 7 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | 1d8 | Extra attack(2) | 1d10 | 8 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | 1d10 | Ability Score Improvement | 1d10 | 8 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | 1d10 | Martial arts Quality, Hope(2) | 1d10 | 9 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | 1d10 | Ability Score Improvement | 1d10 | 9 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | 1d10 | Extra attack(3) | 1d12 | 9 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | 1d12 | Vanish | 1d12 | 9 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | 1d12 | Timeless Body | 1d12 | 9 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | 1d12 | Ability Score Improvement, Hope(3) | 1d12 | 9 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | 1d12 | Extra attack(4) | 3d6 | 9 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | 2d12 | Action Surge(2) | 3d6 | 9 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | 2d12 | Ability Score Improvement | 3d6 | 9 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | 2d12 | Spells Recovery | 3d6 | 9 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting[edit]
- Spellcasting Ability
Wisdom is your spellcasting ability for your spells. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one. You know all of the spells in the class, but you'll only be able to use them with the necessary spell slot Supreme healer Spell List.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
- Spellbook
At 1st level, you have a spellbook containing four 1st-level Supreme healer spells of your choice. Your spellbook is the repository of the Supreme healer spells you know, except your cantrips, which are fixed in your mind.
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your Supreme healer spells.
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.
Total Concentration[edit]
At 1st level you are permanently under the concentration effect
Unarmored Defense[edit]
At 1st level your Armor Class equals 8 + proficiency bonus + your Dexterity or Strength for modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Martial arts[edit]
At 2nd level, Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Supreme healer weapons, which are the following:
Simple Melee Weapons Martial Melee Weapons that have the Light property You gain the following benefits while you are unarmed or wielding only Supreme healer weapons and you aren't wearing armor or wielding a Shield.
Bonus Unarmed Strike. You can make an Unarmed Strike as a Bonus Action.
Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Supreme healer weapons. This die changes as you gain Supreme healer levels, as shown in the Martial Arts column of the Supreme healer Features table.
Dexterous Attacks. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Supreme healer weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.
Action Surge[edit]
you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again.
but only once on the same turn.
Life infusion[edit]
Starting at the 3rd level, 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.
Equinox[edit]
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.
Deflect Missiles[edit]
Starting at the 4th level, you may use your reaction when you are hit by a ranged weapon attack to deflect or catch the missile. When you do so, the damage you take is reduced by 1d10 + your Dexterity modifier + your Supreme healer level.
Ability Score Improvement[edit]
When you reach 4th level, and again at 6th, 8th, 10th, 12th, 16th and 19th 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]
Starting at the 6th, range 30 feet for the duration. (Wisdom per min.)
- Each target has advantage on Wisdom saving throws and death saving throws.
- Regains the maximum number of hit points possible from any healing,
- Unarmored Defense AC + Wisdom.
- Healing bonus + Wisdom.
- You gain one additional reaction per round.
ends automatically if you are reduced to 0 hit points, go unconscious, or otherwise incapacitated. At 11th level range 60 feet, and again at 16th level range 120 feet. You may use this feature a number of times equal to your proficiency bonus modifier, and you regain all uses of this feature after you finish 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.
Timeless Body[edit]
At 15th 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.
Spells Recovery[edit]
At 20th level, you can draw on your inner reserve of mystical power while entreating your expended spell slots.
Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
Supreme healer Spell List[edit]
You know all of the spells on the basic Supreme healer spell list
- Cantrips
Control Flames, Guidance, Gust, Light, Mold Earth, Shape Water, Sorcerous Burst, Spare the Dying, True Strike.
- 1st Level
Armor of Agathys, Command, Cure Wounds, Detect Evil and Good, False Life, Feather Fall, Goodberry, Healing Word, Heroism, Protection from Evil and Good, Searing Smite, Shield, Sleep, Thunderous Smite, Wrathful Smite, Zephyr Strike.
- 2nd Level
Aid, Branding Smite, Enhance Ability, Healing Spirit, Misty Step, Prayer of Healing, Wither and Bloom.
- 3rd Level
Aura of Vitality, Blinding Smite, Create Food and Water, Life Transference, Mass Healing Word, Motivational Speech, Remove Curse, Revivify, Vampiric Touch
- 4th Level
Aura of Life, Guardian of Nature, Death Ward, Staggering Smite,
- 5th Level
Enervation, Mass Cure Wounds, Negative Energy Flood, Raise Dead, Reincarnate, Banishing Smite,
- 6th Level
Heal, Heroes' Feast, Soul Cage, Tenser's Transformation, True Seeing, Wind Walk
- 7th Level
Draconic Transformation, Regenerate, Resurrection, Temple of the Gods.
- 8th Level
Antimagic Field, Demiplane, Holy Aura, Maddening Darkness, Mighty Fortress, Power Word Stun, Telepathy.
- 9th Level
Mass Heal, Mass Polymorph, Power Word Heal, True Resurrection, Wish.
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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