Dungeons and Dragons Wiki

Tavis McCricket/Healer, Variant (3.5e Class)

< User:Tavis McCricket

Revision as of 23:57, August 2, 2010 by Tavis McCricket (Talk | contribs)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
9,967pages on
this wiki
Created By
Tavis McCricket (talk)
Date Created: 06/23/10
Status: <-how close to completion->
Editing: Grammar only plox, suggestions welcome on talk page
Balance: Rogue

{{#set:Summary=A more fleixble and survivable divine caster that'll keep you on your feet longer after you should have died. |Length=20 |Base Attack Bonus Progression=Poor |Fortitude Save Progression=Good |Reflex Save Progression=Poor |Will Save Progression=Good |Class Ability=Divine Spellcasting |Class Ability Progression=Full }}

{{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}}


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 HealerEdit

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 Healing Hands 53
2nd +1 +3 +0 +3 Skill Focus (heal) 64
3rd +1 +3 +1 +3 Healing Pool, Healing Secret-Remove Paralysis 65
4th +2 +4 +1 +4 Healing Secret-Remove Disease 663
5th +2 +4 +1 +1 Healing Secret-Remove Fear 664
6th +3 +5 +2 +5 Healing Secret-Neutralize Poison 6653
7th +3 +5 +2 +5 Effortless Healing 6664
8th +4 +6 +2 +6 66653
9th +4 +6 +3 +6 Healing Secret-Remove Blindness/Deafness 66664
10th +5 +7 +3 +7 Healing Secret-Greater Restoration 666653
11th +5 +7 +3 +7 666664
12th +6/+1 +8 +4 +8 6666653
13th +6/+1 +8 +4 +8 Healing Secret-Stone to Flesh 6666664
14th +7/+2 +9 +4 +9 66666653
15th +7/+2 +9 +5 +9 Healing Secret-Regeneration 66666664
16th +8/+3 +10 +5 +10 666666653
17th +8/+3 +10 +5 +10 666666664
18th +9/+4 +11 +6 +11 6666666653
19th +9/+4 +11 +6 +11 6666666664
20th +10/+5 +12 +6 +12 Healing Secret-True Resurrection 6666666666

Class Skills (Skill Points::4 + Int modifier per level, ×4 at 1st level)
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 FeaturesEdit

All of the following are class features of the healer.

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, lesser vigor

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, vigor, mass lesser vigor

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, greater vigor

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

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 twice 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.

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.

Healing Pool (Su): At third level, a healer gains access to the Healing Pool. A healer’s Healing Pool has a number of daily usages in it equal to twice the number of Healing Secrets known by the healer. These usages can be spent to activate spell-like abilities that the Healer can use to treat her allies. These secrets are supernatural abilities, and activating them is a standard action unless otherwise noted.

Healing Secret-Remove Paralysis (Su): Usage of this healing secret duplicates the spell Remove Paralysis. Triggering this ability expends one usage from the healing pool.

Healing Secret-Remove Disease (Su): Usage of this healing secret duplicates the spell Remove Disease. Triggering this ability expends one usage from the healing pool.

Healing Secret-Remove Fear (Su): Usage of this healing secret duplicates the spell Remove Fear. Triggering this ability expends one usage from the healing pool.

Healing Secret-Neutralize Poison (Su): Usage of this healing secret duplicates the spell Neitralize Poison. Triggering this ability expends one usage from the healing pool.

Effortless Healing (Ex):At 7th level, a healer has learned to cast spells from the Conjuration (healing) subschool with minimal effort. She may cast such spells without provoking an attack of opportunity. This only aplies to spells she can cast by virtue of levels in healer.

Healing Secret-Remove Blindness/Deafness (Su): Usage of this healing secret duplicates the spell Remove Blindness/Deafness. Triggering this ability expends two usages from the healing pool.

Healing Secret-Greater Restoration (Su): Usage of this healing secret duplicates the spell Greater Restoration. Triggering this ability expends two usages from the healing pool.

Healing Secret-Stone to Flesh (Su): Usage of this healing secret duplicates the spell Stone to Flesh. Triggering this ability expends three usages from the healing pool.

Healing Secret-Regeneration (Su): Usage of this healing secret duplicates the spell Regeneration. Triggering this ability expends four usages from the healing pool.

Healing Secret-True Resurrection (Su): Usage of this healing secret duplicates the spell True Resurrection. Triggering this ability expends five usages from the healing pool. Triggering this ability also drains all remaining usages from the healing pool (it still requires a minimum of five usages to activate).

Ex-<-pluralized class name->Edit

<-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->.

---- {{3.5e Base Classes Breadcrumb}} [[Category:3.5e]] [[Category:User]] [[Category:Class]] [[Category:Base Class]]

Around Wikia's network

Random Wiki