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Healer (3.

5e Class)
A Healer is someone so devoted to Healing that they have sacrificed any and all types of
martial training. Instead of spending days in the dojo or fighting on the street they instead
spent their early days helping the needy or the sick. When a Healer hears of a Paladin's or
a Cleric's "mighty" healing powers they simply chuckle to themselves and continue their
work. Although Healer adventures are rare, they can be a powerful ally in a time of need.

Making a Healer[edit]
Healers can use powerful healing spells but are terrible in combat and are mainly support
characters. Though they are weak in combat, frail in stature, and generally slower in
movement than other classes, they fill the role of protection, healing, and buffing better
than any other class. Putting a Healer on your team greatly increases your team's
capabilities. For instance, if you enter a high level dungeon with a low level team, your
Healer keeps your team at high HP and taking less damage than they normally would.
Unlike a Cleric, Paladin, or Wizard/Sorcerer, the Healer doesn't have to focus on keeping
that last fireball spell for a battle ahead. Instead, they can use healing spells more
frequently, keeping the team healthy.
Abilities: Healers use Dexterity Because they have no armor proficiency and need the
extra AC, Wisdom is used for spellcasting, Charisma is used for Lay on Hands. Wisdom,
however, is the most important, because it causes the Healer to gain extra spells and cast
more each day.
Races: Humans and Elves are the most common Healers. Humans tend to adapt to being
a non-cleric healer better than any other race, and Elves are more adept at magic and thus
are more readily accepting of a full spellcasting support role than other races.
Alignment: Any non evil, and often neutral rather than lawful or chaotic. Healers have
devoted everything to helping others and tend to worry less about the lawful-chaotic axis
and more about helping people.
Starting Gold: 5d4X10 gp.
Starting Age: Moderate or As fighter.
Table: The Healer
Hit Die: d4

Base Savi
Leve Atta
ng
ck Thr
l Bon
us ows

Spell
s per
Spec Day
ial

Fort Ref Will


1st

+0

+2

+0

+2

0
Lay
on 4
Han
ds

1st
2

2nd

3rd

4th

5th

6th

7th

8th

2nd +1
3rd +1

+3
+3

+0
+1

+3

+3

Perfe
ct
Heal 5
th

4th +2

+4

+1

+4

Aug
ment 5
Heal
ing

5th +2

+4

+1

+4

+5

Rem
ove
Dise 6
ase
1/we
ek

6th +3

+5

+2

7th +3

+5

+2

+5

Heal
ing 6
Bod
y

8th +4

+6

+2

+6

9th +4

+6

+3

+6

Rem
ove
Dise 6
ase
2/we
ek

10th +5

+7

+3

+7

+7

Impr
oved
Perfe 6
ct
Heal
th

11th +5

+7

+3

12th +6/+
+8
1

+4

+8

Rem
ove
Dise 6
ase
3/we
ek

13th +6/+
+8
1

+4

+8

+9

Heal
ing
Boos 6
t
2/da
y

+9

Rem
ove
Dise 6
ase
4/we
ek

16th +8/+
+10 +5
3

Heal
ing
+10 Boos
6
t
3/da
y

17th +8/+
+10 +5
3

Heal
ing
+10 Aura 6
3/da
y

18th +9/+
+11 +6
4

Rem
ove
Dise
ase
5/we
+11 ek,
Heal 6
ing
Boos
t
4/da
y

19th +9/+
+11 +6
4

Heal
ing
+11 Aura 6
4/da
y

14th +7/+
+9
2

15th +7/+
+9
2

+4

+5

20th +10/ +12 +6


+5

+12 Heal 6
ing
Boos
t
5/da
y,
Heal
ing

Aura
5/da
y
Class Skills (4 + Int modifier per level, 4 at 1st level)
Concentration (Con), Craft (Medicine)(Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis),
Knowledge (History) (Int), Knowledge (local),Knowledge(Nature) (Int), Knowledge (Nobility) (Int),
Knowledge (Religion)(Int), Profession (Apothecary) (Wis), Profession (Herbalist) (Wis), Profession
(midwife), Profession (surgeon) (wis), Sense Motive (Wis), Speak Language (N/A), Spellcraft (Int).
Class Features[edit]
Weapon and Armor Proficiency: Healers are proficient with the Quarterstaff.
Spells: A Healer casts divine spells, which are drawn from the spell list given below. She
can cast any spell she knows ahead of time without preparing it ahead of time like a cleric
or wizard must. When a Healer gains access to a new level of spells, she automatically
knows all the spells for that level listed on the Healer's list. Essentially, her spell list is the
same as her spells known list.
To cast a spell, a Healer must have a Wisdom score of 10 + the spell's level (Wis 10 for 0level 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 spellcasters, a Healer can cast only a certain number of spells of each spell level per
day. Her base daily spell allotment is given on Table: The Healer. In addition she receives
bonus spells for a high Wisdom score.
Unlike a Cleric or a Wizard, a Healer need not prepare her spells in advance.She can cast
any spell she knows at the time, assuming she has not yet used up her spells per day for
that spell level. Healers choose their spells from the following list:
0Cure Minor Wounds, Resistance, Virtue, Message, Guidance.
1stBless, Bless Water, Cure Light Wounds, Detect Evil, Divine Favor, Entropic Shield,
Protection from Good, Protection from Evil, Protection from Chaos, Protection from
Law, Sanctuary, Shield of Faith, Mage Armor, Shield, Expeditious Retreat, Feather Fall.
2ndAid, Protection from Arrows, Bear's Endurance, Blur, Bull's Strength, Whispering
Wind, Calm Emotions, Fox's Cunning, Consecrate, Cure Moderate Wounds, Delay
Poison, Eagle's Splendor, Owl's Wisdom, Remove Paralysis, Resist Energy, Lesser
Restoration, Shield Other, Status.
3rdCreate Food and Water, Leomund's Tiny Hut, Cure Serious Wounds, Displacement,
Dispel Magic, Hold Person, Helping Hand, Magic Circle against Good, Magic Circle
against Evil, Magic Circle against Chaos, Magic Circle against Law, Magic Vestment,
Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove
Disease, Searing Light.
4thCure Critical Wounds, Leomund's Secure Shelter, Death Ward, Stoneskin, Divine
Power, Lesser Geas, Neutralize Poison, Resilient Sphere, Restoration, Sending, Spell
Immunity, Tongues.
5thBreak Enchantment, Mass Cure Light Wounds, Dispel Good, Dispel Evil, Dispel
Chaos, Dispel Law, Hallow, Raise Dead, Spell Resistance, Bigby's Interposing Hand.

6thMass Bear's Endurance, Guards and Wards, Greater Heroism, Mass Bull's
Strength, Mass Cure Moderate Wounds, Greater Dispel Magic, Contingency, Mass
Eagle's Splendor, Bigby's Forceful Hand, Geas/Quest, Mass Fox's Cunning, Heal,
Hardening, Heroes' Feast, Mass Owl's Wisdom, Undeath to Death.
7thMass Cure Serious Wounds, Spell Turning, Holy Word, Mordenkainen's
Magnificent Mansion, Regenerate, Greater Restoration, Mass Hold Person,
Resurrection, Refuge.
8thAntimagic Field, Protection from Spells, Cloak of Chaos, Temporal Stasis, Mass
Cure Critical Wounds, Holy Aura, Shield of Law, Greater Spell Immunity.
9thMass Heal, Miracle, True Resurrection, Freedom, Mordenkainen's Disjunction,
Foresight.
Healers are not proficient with any armor or shields.
Lay on Hands (Su): Beginning at 1st level, a Healer with a Charisma score of 12 or
higher can heal wounds (her own or those of others) by touch. Each day she can heal a
total number of hit points of damage equal to her Healer level her Charisma bonus. A
Healer may choose to divide her healing among multiple recipients, and she doesnt have
to use it all at once. Using lay on hands is a standard action.
Alternatively, a Healer can use any or all of this healing power to deal damage to undead
creatures. Using lay on hands in this way requires a successful melee touch attack and
doesnt provoke an attack of opportunity. The Healer decides how many of her daily
allotment of points to use as damage after successfully touching an undead creature.
Perfect Health (Ex): At 3rd level, a Healer gains immunity to all diseases, including
supernatural and magical diseases.
Augment Healing: At 4th level a Healer gains Augment Healing (from the Complete
Divine) as a bonus feat, even if she does not have the normal prerequisites for that feat. If
she already has the feat, she can choose a metamagic feat.
Remove Disease (Sp): At 6th level, a Healer can produce a remove disease effect, as the
spell, once per week. She can use this ability one additional time per week for every three
levels after 6th (twice per week at 9th, three times at 12th, and so forth).
Healing Body (Su): At 7th level or higher, a Healer can heal her own wounds. She can
heal a number of hit points of damage equal to twice her current Healer level each day,
and she can spread this healing out among several uses.
Improved Perfect Health (Su): At 11th level, a Healer gains immunity to poisons of all
kinds.
Healing Boost: At 14th level a Healer can as a Standard Action gain an aura of positive
energy that effects each creature within a 60-ft burst 5 times a day. Any healing spell cast
on one of these creatures before the end of your next turn is automatically maximized,
with no adjustment to the spell's level or casting time. A Healer can use this ability more
times per day at 16th, 18th, and 20th level, as noted on Table:The Healer.
Healing Aura: At 17th level a Healer can as a Full-Round Action grant Fast Healing 3 to
all living creatures within a 60-ft burst 4 times a day. The Fast Healing last for a number
of rounds equal to 1 + your Cha modifier (minimum 1 round). A Healer can use this
ability more times per day at 19th and 20th level, as noted on Table:The Healer.

Epic Healer[edit]
Table: The Epic Healer
Hit Die: d4

Le
vel

Special

21s Remove Disease 6/week


t
22n Healing Boost 6/day
d
23r Healing Aura 6/day
d
24t Remove Disease 7/week, Bonus Epic Feat
h
25t Healing Boost 7/day
h
26t Healing Aura 7/day
h
27t Remove Disease 8/week
h
28t Healing Boost 8/day, Bonus Epic Feat
h
29t Healing Aura 8/day
h
30t Remove Disease 9/week
h
4 + Int
modifi
er skill
points
per
level.
Remove Disease: A Healer can use this ability more times per day at 21st, 24th, 27th
level, 30th level, as noted on Table:The Epic Healer.
Healing Boost: A Healer can use this ability more times per day at 22nd, 25th, and 28th
level, as noted on Table:The Epic Healer.
Healing Aura: A Healer can use this ability more times per day at 23rd, 26th, and 29th
level, as noted on Table:The Epic Healer.

Bonus Feats: The epic Healer gains a bonus feat (selected from the list of epic Healer
bonus feats) every 4 levels after 20th.
Epic Healer Bonus Feat List: Epic Spellcasting, Automatic Quicken Spell, Automatic
Silent Spell, Automatic Still Spell, Great Wisdom, Great Charisma, Great Dexterity,
Great Constitution, Improved Metamagic, Improved Heighten Spell, Multispell, Intensify
Spell, Improved Spell Capacity.
Human Healer Starting Package[edit]
Weapons: Quarterstaff.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Skill

Ranks

Armor
Check
Penalty

Ability

Concentration

Con

Diplomacy

Cha

Gather Information

Cha

Heal

Wis

Knowledge (Local)

Int

Knowledge (Religion)

Int

Sense Motive

Wis

Spellcraft

Int

Feat: Sudden Silent.


Bonus Feats: Sudden Maximize.
Gear: Backpack with waterskin, one day's trail ration. bedroll, sack, flint and steel, and
three torches.
Gold: 1d4 gp.

Campaign Information[edit]
Playing a Healer[edit]
Religion: Healers come in many varieties but most worship good gods.
Other Classes: Most people appreciate having a healer on the team. The only person a
healer does not enjoy having on the team are barbarians and other classes that get hurt a
lot. A healer hates nothing more than to see his hard work go to waste.
Combat: Healers are, suprisingly, healers. They are purely supportive characters that
boost other characters.
Advancement: A healer is good by itself until it gets up to epic levels. However, because

healers don't get any weapon or armor proficiencies, it's a good idea to multiclass as a
fighter to make your healer a little more sturdy.
Healers in the World[edit]

Time is not a great healer. It is an indifferent and perfunctory one.

Lux
Blackthor
n, Human
Healer
Healers are accepted into nearly all communities.
Daily Life: <-day in the life of a character of this class->.
Notables: Healers, while being well liked, do not usually become famous.
Organizations: Healers belong to no group or organization and have no meetings.
NPC Reactions: NPCs enjoy having healers around.
Healer Lore[edit]
Characters with ranks in Knowledge (Local) can research Healers to learn more about
them. When a character makes a skill check, read or paraphrase the following, including
information from lower DCs.
Knowledge (Local)
DC
5

Result
Healers are the best at their jobs of healing.

10 Healers can heal without using magic.


15 Powerful Healers can bring back the dead.
20 Almost all Healers live out their full life because it is so difficult to kill them
Healers in the Game[edit]
Healers Should be used in large groups who often need healing. As NPCs they are the
village leaders and try to keep the village as healthy as possible. Healers do not usually
fight and are almost never Hostile NPCs

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