User:Tavis McCricket/Healer, Variant (3.5e Class)

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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

<-general description->.

Making a Healer

<-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: <-alignments allowed for this class, or write "Any"->.

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

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

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

3rd— close wounds, 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

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

7th— mass cure critical wounds, repulsion, resurrection

8th— discern location, holy aura, mass heal

9th— foresight, gate, true resurrection


<span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information->

<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information->

<span id="<-class feature->"><-class feature-></span>: <-class feature game rule information->

<span id="<-subclass feature->"><-subclass feature-></span> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

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->.



<nowiki>


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