User:Tavis McCricket/Healer, Variant (3.5e Class)
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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"
Level | Base Attack Bonus |
Saving Throws | Special | Spells per Day | |||||||||||||||||||||||||||||||||||||
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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 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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