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User:The bluez in the dungeon/Healer Sandbox

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Author: [[User:|]] ([[User talk:|talk]])
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Healer In The DungeonEdit

<-general description->.

Making a HealerEdit

<-Strong points and weak points, and effectiveness with party members.->.

Abilities: <-Description of most important attributes for this class->.

Races: <-Description of relative likelihood of various races to join this class.->.

Alignment: Any Good.

Starting Gold: 3d4×10 gp (75 gp).

Starting Age: Simple.

Table: The Healer

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Healing Hands, Healing Surge 4 3
2nd +1 +3 +0 +3 Humanitarian Protection +1, Mender's Arts 4 4
3rd +1 +3 +1 +3 Medic's Sanctuary 1/day 5 4 3
4th +2 +4 +1 +4 Advanced Learning, Effortless Healing 5 4 4
5th +2 +4 +1 +4 Healer's Companion 5 5 4 3
6th +3 +5 +2 +5 Humanitarian Protection +2, Mender's Arts 5 5 4 4
7th +3 +5 +2 +5 Imbued Healing 6 5 5 4 3
8th +4 +6 +2 +6 Advanced Learning, Medic's Sanctuary 2/day 6 5 5 4 4
9th +4 +6 +3 +6 Instant Care 6 6 5 5 4 3
10th +5 +7 +3 +7 Humanitarian Protection +3, Mender's Arts 6 6 5 5 4 4
11th +5 +7 +3 +7 Contingent Healing 6 6 6 5 5 4 3
12th +6/+1 +8 +4 +8 Advanced Learning 6 6 6 5 5 4 4
13th +6/+1 +8 +4 +8 Death Negation, Medic's Sanctuary 3/day 6 6 6 6 5 5 4 3
14th +7/+2 +9 +4 +9 Humanitarian Protection +4, Mender's Arts 6 6 6 6 5 5 4 4
15th +7/+2 +9 +5 +9 Remote Surge 6 6 6 6 6 5 5 4 3
16th +8/+3 +10 +5 +10 Advanced Learning 6 6 6 6 6 5 5 4 4
17th +8/+3 +10 +5 +10 Vivifying Soul 6 6 6 6 6 6 6 5 4 3
18th +9/+4 +11 +6 +11 Humanitarian Protection +5, Mender's Arts 6 6 6 6 6 6 6 5 4 4
19th +9/+4 +11 +6 +11 Ablation of Death 6 6 6 6 6 6 6 5 5 4
20th +10/+5 +12 +6 +12 Advanced Learning, Conduit of Life 6 6 6 6 6 6 6 5 5 4

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Tumble (Dex).

Class FeaturesEdit

All of the following are class features of the healer.

Weapon and Armor Proficiency: Healers are proficient with all simple weapons and with light armor and bucklers. Additionally, a healer who uses metal armor or any kind of shield (except for bucklers) is severely hampered. The armor of a healer is restricted by traditional oaths, not simply training. A healer knows how to wear light metal armor and could become proficient with medium or heavy armor, but wearing metal armor or bearing a shield would violate its oath and suppress its healer powers. A healer who uses prohibited armor is unable to cast healer spells or use any of its supernatural or spell-like class features while doing so and for 24 hours after the armor is taken off.

Spells: A healer casts divine spells (the same type of spells available to clerics), which are drawn from the healer spell list. Like a sorcerer, it can cast any spell it knows without preparing it ahead of time. When a healer gains access to a new level of spells, it automatically knows all the spells for that level given on the healer's spell list. Helaers also have the option of adding to their existing spell list through their Advanced Learning ability as they increase in level (see below).

To cast a spell, a healer must have a Wisdom score of 10 + the spell's level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a healer's spell is 10 + the spell's level + the healer's Charisma modifier.

Like other spellcasters, a healer can cast only a certain number of spells of each spell level per day. Its base daily spell allotment is given on Table: The Healer. In addition, it receives bonus spells per day if it has a high Wisdom score.

Healers choose their spells from the following list:

0—create water, cure minor wounds, deathwatch, detect magic, detect poison, light, mending, purify food and drink, read magic

1st—bless water, cure light wounds, goodberry, protection from evil, remove fear, remove paralysis, sanctuary, speak with animals

2nd—aid, calm emotions, cure moderate wounds, delay poison, gentle repose, remove blindness/deafness, remove disease, lesser restoration

3rd—close wounds[1], create food and water, cure serious wounds, neutralize poison, remove curse, restoration, status

4th—cure critical wounds, death ward, freedom of movement, mass cure light wounds, panacea[2]

5th—atonement, break enchantament, mass cure moderate wounds, raise dead, revivify[3], stone to flesh, true seeing

6th—greater restoration, heal, heroes' feast, mass cure serioous wounds, regenerate

7th—mass cure critical wounds, repulsion, resurrection

8th—discern location, holy aura, mass heal

9th—foresight, true resurrection

Healing Hands (Ex): Whenever a healer casts a spell that cures hit point damage, it adds its Charisma modifier to the amount of damage healed. For instance, if a 5th-level healer with an 18 Charisma casts cure light wounds, it cures 1d8+5 points of damage normally, plus an additional 4 points of damage due to its Charisma bonus. This bonus applies only to spells of the healing subschool that it casts as a healer, not to those that it may have by virtue of levels in another class. It applies also to Healing Surge. In addition a healer adds its Charisma modifier to Heal checks.

Healing Surge (Sp): At 1st level a healer gains a pool of healing surges, obtaining one surge per Charisma modifier per day (minimum one). Each surge is used as a standard touch action that provokes attacks of opportunity. The target touched is healed by 1d6 per class level + 1d6 per Charisma modifier. Extra hit points are not wasted, instead they become temporary hit points that last one minute (though additional uses don't stack). This feature may not damage undead, despite being positive energy (but it doesn't heal them either).

Humanitarian Protection (Ex): At 2nd level a healer gains a sacred bonus to AC and saves equal to +1. This bonus increases by one at 6th, 10th, 14th and 18th level.

Mender's Arts: At level 2nd a healer gains a bonus feat for which it meets the requirements. The feat must be chosen from this list: Combat Casting, Skill Focus (Heal), any feat that has one of its class feature as a requirement or that modifies them and any feat that has casting spells of the healing subschool as a requirement.

Medic's Sanctuary (Sp): By 2nd level a healer is able to replicate the spell sanctuary on himself as a spell-like ability once per day. Its caster level is its class level. Its save DC is 10 + half class level + its Charisma modifier. It gains additional uses at level 8th and 13th.

Advanced Learning: At 4th level, a healer can add a new spell to its list, representing the result of personal study and experimentation. The spell must be a cleric, druid, paladin or ranger spell of the abjuration, divination or transmutation school (but only if non-harmful) or from the healing subschool, and of a level no higher than that of the highest-level spell the healer already knows. Once a new spell is selected, it is added to that healer's spell list and can be cast just like any other spell it knows. If a spell is in different lists, use the lower of the spell levels (when different) to determine what level the spell is for a healer.

A healer gains an additional new spell at 8th, 12th, 16th, and 20th level.

Effortless Healing (Ex): At 4th level, a healer has learned to cast spells of the healing subschool with minimal effort. It may cast such spells and healing surges without provoking attacks of opportunity. This ability applies only to spells of the healing subschool that it casts as a healer, not to those that it may have by virtue of levels in another class.

Healer's Companion (Ex): When a healer attains 5th level, the deities recognize its devotion and grant it a celestial unicorn companion as its mount and aide. The unicorn, a symbol of healing and purity, serves the healer willingly and unswervingly.

Once per day, as a full-round action, the healer may magically call its companion from the celestial realms in which it resides. The companion immediately appears adjacent to the healer and remains for 2 hours per healer level. It may be dismissed at any time as a free action. The companion is the same creature each time it is called, though the healer may release a particular companion from service to gain a companion of a different kind. Each time the companion is called, it appears in full health, regardless of any damage it may have taken previously. The companion also appears wearing or carrying any gear it had when it was last dismissed. Calling a companion is a conjuration (calling) effect.

A healer of 12th level or higher may select from alternative lists of companions (see below). Should it select a companion from one of these alternative lists, the creature gains abilities as if the character's healer level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character's healer level and compare the result with the healer level entry on the table in the sidebar to determine the companion's powers. (If this adjustment would reduce the healer's effective level to 0 or lower, it can't have that creature as a companion.) For example, a 12th-level healer could select a celestial lammasu as a companion. The celestial lammasu would have characteristics and special abilities as if the healer were 8th level (taking into account the -4 adjustment) instead of 12th level.

Should the healer's companion die, it immediately disappears, leaving behind any equipment it was carrying. The healer may not call another companion for 30 days or until it gains a healer level, whichever comes first, even if the companion is somehow returned from the dead. During this 30-day period, the healer is distraught and takes a -4 penalty on attack rolls and weapon damage rolls.

Imbued Healing (Ex): Starting from the 7th level a healer may imbue its healing surges with any kind of spell that removes an harmful condition or restores ability damages or loss of levels. This way it may deliver the spell while using a healing surge, without needing extra casting time. The spellcasting benefits from the Effortless Healing feature in this case.

Instant Care (Su): At level 9th the healer gains the ability to use its healing surges as an immediate action. Using the feature this way requires the target to be whithin 30 feet (9 meters) from the healer and the healing is halved. This feature may not be combined with Imbue Healing.

Contingent Healing (Su): By level 11th a healer may infuse an ally with a healing surge, delaying its effect to the moment the recipient suffers any damage. In that case it's immediately healed by the effect, that works as normal. It may combine this feature with Imbued Healing, so that the spell and the healing surge are both activated wheter it receives damage or it's subjected to an effect that the spell would cure or delay. Each recipient may not be infused more than once while the precedent infusion is still ready.

Death Negation (Sp): At level 13th a healer gains the ability to replicate the spell death ward as a spell-like abilities, 3 times per day. The caster level its is caster level.

Remote Surge (Ex): By level 15th a healer may use its healing surge as an area of effect. It work on all allies in 30 feet (9 meters). This is a full-round action that provokes attacks of opportunity. It may not be combined with Imbued Healing or Contingent Healing.

Vivifying Soul (Ex): By level 17th a healer is immune to death effects, as if always under the effect of the death ward spell.

Ablation of Death (Su): At level 19th a healer may replicate once per week, the spell true resurrection, as a spell-like ability, without any costs. Caster level it's equal to class level. This effect automatically activates (if still available) if the healer dies in any way.

Conduit of Life (Ex): At level 20th a healer becomes immune to the harmful effects of negative and positive energy and gains fast healing equal to its Charisma modifier.

The Healer's CompanionEdit

The healer's companion is different from a normal creature of its kind in many ways. The standard companion for a healer is a celestial unicorn. It is superior to a normal celestial unicorn and has special powers, as described below.

Class
Level
Bonus
HD
Natural
Armor Adj.
Str/Dex/Int
Adj.
Special
5th-8th +0 +0 +0 Empathic Link, Evasion, Share Saving Throws, Share Spells
9th–12th +2 +2 +2 Improved Evasion
13th-16th +4 +4 +2 Devotion
17th-20th +6 +6 +4 Improved Speed, Spell Resistance

Companion Basics: Use the base statistics for a creature of the companion’s kind, but make the following changes.

Healer Level: The character's healer level, which has a direct effect on the extent of the companion's special powers.

Bonus HD: Extra eight-sided (d10) Hit Dice, each of which gains a Constitution modifier, as normal. Bonus Hit Dice improve the companion's base attack and base save bonuses. A companion's base attack bonus is the same as that of a fighter of a level equal to the companion's HD. A companion has good Fortitude and Reflex saves (treat it as a character whose level equals the creature's HD). The companion gains extra skill points and feats for bonus HD as normal for advancing a monster's Hit Dice (see the Monster Manual).

Natural Armor Adj.: The number noted here is an improvement to the creature's existing natural armor bonus. It represents the preternatural toughness of a healer's companion.

Str/Dex/Int Adj.: Add this figure to the companion's Strength, Dexterity, and Intelligence scores.

Empathic Link (Su): The healer has an empathic link with its companion out to a distance of up to 1 mile. The healer cannot see through the companion's eyes, but they can communicate empathically. Note that unicorns see the world differently from humans, so misunderstandings are always possible. Because of this empathic link, the healer has the same connection to an item or place that its companion does, just as with a master and his familiar.

Evasion (Ex): If a companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw. When it gains Improved Evasion: when subjected to an attack that normally allows a Reflex save for half damage, a companion takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Saving Throws: For each of its saving throws, the companion uses its own base save bonus or the healer's, whichever is higher. The companion applies its own ability modifiers to saves, and it doesn't share any other bonuses on saves that the healer might have (such as from magic items or feats).

Share Spells: At the healer's option, it may have any spell (but not any spell-like ability) it casts on itself also affect its companion. The companion must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the companion if the creature moves farther than 5 feet away and will not affect the companion again even if it returns to the healer before the duration expires. Additionally, the healer may cast a spell with a target of "You" on its companion (as a touch range spell) instead of on itself. A healer and its companion can share spells even if the spells normally do not affect creatures of the companion's type.

Devotion (Ex): A companion's devotion to its master is so complete that it gains a +4 morale bonus on Will saves against enchantment spells and effects.

Improved Speed (Ex): All the companion's base forms of speed increase by 10 feet (3 meters).

Spell Resistance (Su): A companion's spell resistance equals its master's healer level + 5 (if not already higher).

Alternative Companions: A healer of sufficiently high level can select its celestial companion from the following list. Apply the indicated adjustment to the healer's level for purposes of determining the companion's characteristics and special abilities. For example, if a 14th-level healer takes a celestial gynosphinx as a companion, the celestial gynosphinx's special abilities are determined as if the healer were 10th level instead of 14th (due to the -4 adjustment). These companions are symbols of healing in various cultures.

12th Level or Higher (Level –7)
Lammasu
Gynosphinx
Water Naga 1
16th Level or Higher (Level –11)
Androsphinx
Couatl
  1. Available only in an aquatic environment.

Ex-<-pluralized class name->Edit

<-Describe what happens when a character violates the alignment restrictions or any other class restrictions. If there are no behavior or alignment restrictions, delete this section->.




  1. Miniatures Handbook
  2. Miniatures Handbook
  3. Miniatures Handbook