Difference between revisions of "User:Tavis McCricket/Healer, Variant (3.5e Class)"

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m (Class Features)
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Healers choose their spells from the following list:
 
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''
+
0— ''create water, cure minor wounds, deathwatch, detect magic, detect poison, light, mending, purify food and drink, read magic, resistance''
  
1st— ''bless water, cure light wounds, goodberry, protection from evil, remove fear, remove paralysis, sanctuary, speak with animals''
+
1st— ''bless water, cure light wounds, goodberry, hide from undead, protection from evil, remove fear, remove paralysis, sanctuary, shield of faith, speak with animals''
  
2nd— ''calm emotions, cure moderate wounds, delay poison, gentle repose, remove blindness/deafness, remove disease, lesser restoration''
+
2nd— ''bear's endurance, bull's strength, calm emotions, cat's grace, cure moderate wounds, delay poison, eagle's splendor, fox's cunning, gentle repose, owl's wisdom, remove blindness/deafness, remove disease, lesser restoration, status''
  
3rd— ''close wounds, create food and water, cure serious wounds, neutralize poison, remove curse, restoration, status''
+
3rd— ''close wounds, create food and water, cure serious wounds, daylight, magic circle against evil, neutralize poison, remove curse, restoration, water breathing''
  
4th— ''cure critical wounds, death ward, freedom of movement, mass cure light wounds, panacea''
+
4th— ''cure critical wounds, death ward, dismissal, freedom of movement, mass cure light wounds, panacea, sending, tongues''
  
 
5th— ''atonement, break enchantment, mass cure moderate wounds, raise dead, revivify, stone to flesh, true seeing''
 
5th— ''atonement, break enchantment, mass cure moderate wounds, raise dead, revivify, stone to flesh, true seeing''
  
6th— ''greater restoration, heal, heroes' feast, mass cure serious wounds, regenerate''
+
6th— ''banishment, mass bear's endurance, mass bull's strength, mass cat's grace, mass cure serious wounds, mass eagle's splendor, mass fox's cunning, heal, heroes' feast, mass owl's wisdom, regenerate, greater restoration, undeath to death''
  
 
7th— ''mass cure critical wounds, repulsion, resurrection''
 
7th— ''mass cure critical wounds, repulsion, resurrection''
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9th— ''foresight, gate, true resurrection''
 
9th— ''foresight, gate, true resurrection''
  
 +
'''{{Anchor|Healing Hands}} (Ex):''' Whenever a healer casts a spell that cures hit point damage, she adds her Charisma modifier to the amount of damage healed.  This bonus applies only to spells cast as a healer, not to those that she may have by virtue of levels in another class.
  
'''''{{Anchor|<-spell-like class feature->}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' <-class feature game rule information->
+
'''{{Anchor|Skill focus (Heal):''' A healer's focused training grants her this bonus feat at 2nd level. If she already has that feat, she may choose a different feat for which she also qualifies.
 
 
'''{{Anchor|<-supernatural class feature->}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' <-class feature game rule information->
 
 
 
'''{{Anchor|<-class feature->}}:''' <-class feature game rule information->
 
 
 
''{{Anchor|<-subclass feature->}} <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->:'' <-subclass feature game rule information->
 
 
 
<-Lather, rinse...->
 
 
 
<-... repeat as necessary.->
 
  
 
====Ex-<-pluralized class name->====
 
====Ex-<-pluralized class name->====

Revision as of 14:22, 24 June 2010

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Author: Tavis McCricket (talk)
Date Created: 06/23/10
Status: <-how close to completion->
Editing: Grammar only plox, suggestions welcome on talk page
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Healer

Healers are specialized divine casters, masters of curative magic, outpacing even clerics in this regard. This focus on healing comes with a trade-off, as a healer's spel list is sharply contrained, and it lacks destructive magic or violent spells. However, healers have some combat capability and are familiar with armor and basic weapons.

Making a Healer

A healer is east to spot. she moves about behind an adventuring company or combat unit, applying her divine skills to bring relief to the injured. After she passes the wounded press forward with renewed vigor, and the fallen may yet rise again.

Abilities: Wisdom dictactes the potency of a healer's spells, as well as spells per day, while Charisma governs the power of the healers cure spells. A high Constitution improves hit points allowig her to brave combat and letting her spend fewer healing spells on herself.

Races: Members of any race can become healers, but they are far more rare amongst that savage species.

Alignment: Any non-evil.

Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and mulitplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: "Complex"

Table: The Healer

Hit Die: d8

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 <-any class features gained at this level-> 5 3
2nd +1 +3 +0 +3 <-any class features gained at this level-> 6 4
3rd +1 +3 +1 +3 <-any class features gained at this level-> 6 5
4th +2 +4 +1 +4 <-any class features gained at this level-> 6 6 3
5th +2 +4 +1 +1 <-any class features gained at this level-> 6 6 4
6th +3 +5 +2 +5 <-any class features gained at this level-> 6 6 5 3
7th +3 +5 +2 +5 <-any class features gained at this level-> 6 6 6 4
8th +4 +6 +2 +6 <-any class features gained at this level-> 6 6 6 5 3
9th +4 +6 +3 +6 <-any class features gained at this level-> 6 6 6 6 4
10th +5 +7 +3 +7 <-any class features gained at this level-> 6 6 6 6 5 3
11th +5 +7 +3 +7 <-any class features gained at this level-> 6 6 6 6 6 4
12th +6/+1 +8 +4 +8 <-any class features gained at this level-> 6 6 6 6 6 5 3
13th +6/+1 +8 +4 +8 <-any class features gained at this level-> 6 6 6 6 6 6 4
14th +7/+2 +9 +4 +9 <-any class features gained at this level-> 6 6 6 6 6 6 5 3
15th +7/+2 +9 +5 +9 <-any class features gained at this level-> 6 6 6 6 6 6 6 4
16th +8/+3 +10 +5 +10 <-any class features gained at this level-> 6 6 6 6 6 6 6 5 3
17th +8/+3 +10 +5 +10 <-any class features gained at this level-> 6 6 6 6 6 6 6 6 4
18th +9/+4 +11 +6 +11 <-any class features gained at this level-> 6 6 6 6 6 6 6 6 5 3
19th +9/+4 +11 +6 +11 <-any class features gained at this level-> 6 6 6 6 6 6 6 6 6 4
20th +10/+5 +12 +6 +12 <-any class features gained at this level-> 6 6 6 6 6 6 6 6 6 6

Class Skills (4 + Int modifier per level, ×4 at 1st level)
<-class skills (and key abilities), simply delete those skills which your class does not have as class skills from the complete list below. -> Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Int), Profession (Wis), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Survival (Wis),

Class Features

All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: Healers are proficient with all simple weapons, and all light, medium, and heavy armors, but not shields.

Spells: A healer casts divine spells (the same type of spells available to clerics), which are drawn from the healer spell list given below. A healer casts spontaneously like a sorcerer.

To cast a spell, a healer must have a Wisdom score of 10 + the spell 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 spells level + the healer's Wisdom modifier.

Like other spell casters, a healer can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table above. In addition, she receives bonus spells per day if she has a high Wisdom score.

Healers do not aquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate of pray for their spells, receiving them through their own strength of faith. Each healer must choost a time at whch she must spend 1 hour each day in quite contemplation or supplication to regain her daily allotment of spells.

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, resistance

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

2nd— bear's endurance, bull's strength, calm emotions, cat's grace, cure moderate wounds, delay poison, eagle's splendor, fox's cunning, gentle repose, owl's wisdom, remove blindness/deafness, remove disease, lesser restoration, status

3rd— close wounds, create food and water, cure serious wounds, daylight, magic circle against evil, neutralize poison, remove curse, restoration, water breathing

4th— cure critical wounds, death ward, dismissal, freedom of movement, mass cure light wounds, panacea, sending, tongues

5th— atonement, break enchantment, mass cure moderate wounds, raise dead, revivify, stone to flesh, true seeing

6th— banishment, mass bear's endurance, mass bull's strength, mass cat's grace, mass cure serious wounds, mass eagle's splendor, mass fox's cunning, heal, heroes' feast, mass owl's wisdom, regenerate, greater restoration, undeath to death

7th— mass cure critical wounds, repulsion, resurrection

8th— discern location, holy aura, mass heal

9th— foresight, gate, true resurrection

Healing Hands (Ex): Whenever a healer casts a spell that cures hit point damage, she adds her Charisma modifier to the amount of damage healed. This bonus applies only to spells cast as a healer, not to those that she may have by virtue of levels in another class.

{{Anchor|Skill focus (Heal): A healer's focused training grants her this bonus feat at 2nd level. If she already has that feat, she may choose a different feat for which she also qualifies.

Ex-<-pluralized class name->

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



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