Homebrew
A Healer is a magic user trained by the Healer's Union to wield magic that mends wounds, cures ailments, restores vitality, and promotes resilience. Whether tending to soldiers on a blood-soaked battlefield, aiding townsfolk in the wake of disaster, or safeguarding a band of adventurers far from civilization, Healers are trusted allies whose craft can mean the difference between life and death.
Adept in the Restorative Arts
Years of study and practice allow Healers to channel magic with precision, closing wounds in moments and reversing the effects of poison, disease, and exhaustion. Healers often practice their talents in a Temple of Vidara, helping her followers and other pilgrims who seek the Goddess's blessings. Still, most others find ready employment in adventuring guilds whose members always need a healer's services. Their mastery of restorative spells not only returns a Healer's allies to fighting shape, it also shields them from future harm, granting them the strength to press on against overwhelming odds.
Stewards of Health and Harmony
The Healer’s Union instills in its members life-saving skills as well as a deep respect for the balance between body, mind, and spirit. For this reason, many Healers extend their work beyond immediate injury, providing long-term care, tending to the sick, and fostering recovery in communities where hardship has taken its toll. They also train in herbalism, field medicine, and other mundane healing arts to ensure they can aid others even when their magic is spent.
Weapon and Armor Proficiency
While magic is their primary weapon against injury and illness, Healers can use simple melee weapons. Many carry weapons for self-protection or to defend those under their care. However, they do not receive formal weapon training as part of their studies in the Healer's Union, so their technique is often rudimentary and unsuited to wielding more complicated weapons. Their goal is not to overpower foes, but to endure in dangerous situations long enough to keep their allies alive.
Like many other spellcasters, Healers find armor particularly cumbersome, interfering with their spellcasting if they are not proficient. For this reason, Healers will forgo bulky armor and instead wear simple leather-lined gray or white robes.
hit dice:
1d8
hit points at 1st level:
8 + Constitution modifier
hit points at higher levels:
1d8 (or 5) + Constitution modifier per level after 1st
armor proficiencies:
leather armor
weapon proficiencies:
simple melee weapons
tools:
healer's kit, herbalism kit
saving throws:
Constitution and Intelligence
skills:
Choose 2 + Intelligence modifier (minimum 1) skill proficiencies from Arcana, History, Insight, Investigation, Medicine, Nature, Perception, Persuasion, Religion, and Sleight of Hand.
starting equipment:
Healers start with the following equipment:
(a) a quarterstaff or (b) a spear
(a) a scholar's pack or (b) an explorer's pack
leather armor (robes)
an arcane focus and a dagger
spellcasting:
Healers cast spells that are drawn from the Healer Spell List. At 1st level, Healers know 0 and 1st level spells, and they can return to the Healer's Union at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th levels to learn the next tier of spells. Wisdom is their spellcasting ability, and they use their Wisdom modifier when setting the saving throw DC for the spells they cast and when making an attack roll with one.
Spell save DC = 8 + proficiency bonus + Wisdom modifier
Spell attack modifier = proficiency bonus + Wisdom modifier
Spell Preparation
Healers can prepare a number of spells equal to their Wisdom modifier + their Intelligence modifier + their level (minimum of one spell). They may prepare a different set of spells each time they complete a long rest.
Ritual Casting
Healers can cast spells as a ritual if that spell has the ritual tag and they have the spell prepared.
Spellcasting Focus
Healers use their arcane focus as their spellcasting focus. Any spells that have a focus (F) component require the Healer to handle their focus.
class features:
Healer's Domain: At 1st level, a Healer chooses a domain listed in the subclass options, which shapes their training. Their choice grants them domain spells and other features when they choose it at 1st level. It also grants them additional ways to use Arcane Channel when they gain that feature at 2nd level, and additional benefits at 6th, 9th, and 17th levels.
Arcane Channel: Upon reaching 2nd level, a Healer gains the ability to channel their magic in new ways, using that energy to fuel amazing displays of power. The Healer can produce two effects this way: Preserve Life and an effect determined by their domain.
When the Healer uses their Arcane Channel, they choose which effect to create. They must then finish a short or long rest to use their Arcane Channel again.
Beginning at 6th level, the Healer can use their Arcane Channel twice between rests, and beginning at 18th level, they can use it three times between rests. When they finish a short or long rest, they regain all their expended uses.
Arcane Channel: Preserve Life
The Healer can use their Arcane Channel to heal the badly injured.
- As an action, the Healer presents their arcane focus and evokes healing energy that can restore a number of hit points equal to five times their level. They may choose any creatures within 30 feet of them, and divide those hit points among those creatures.
- This feature can restore a creature to no more than half of its hit point maximum.
- This feature has no effect on any creature of the undead or construct type.
Harness Magic: At 2nd level, a Healer can expend a use of their Arcane Channel to fuel their spells. As a bonus action, the Healer touches their arcane focus, utters a word of power, and regains some expended spell points, the number of which can be no greater than half their proficiency bonus (rounded up). The number of times they can use this feature is based on their level: 2nd level, once; 6th level, twice; and 18th level, thrice. They regain all expended uses when they finish a long rest.
Potent Healing: At 3rd level, a Healer's spells of healing are more effective. Whenever they use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
Ability Score Improvement: When they reach 4th level, and again at 8th, 12th, 16th, and 19th level, a Healer can increase one ability score of their choice by 2, or they can increase two ability scores of their choice by 1. As normal, a Healer can’t increase an ability score above 20 using this feature. They can forgo taking this feature to take a feat of their choice instead.
Emboldening Bond: Beginning at 5th level, they can forge an emboldening bond among their allies. As an action, they choose a number of willing creatures within 30 feet of them (this can include themself) equal to their proficiency bonus. They create a magical bond among them for 10 minutes or until the Healer uses this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.
The Healer can use this feature a number of times equal to their proficiency bonus, and they regain all expended uses when they finish a long rest.
Symbiotic Healing: When a Healer reaches 8th level, the healing spells they cast on others heal themself as well. When they cast a spell of 1st level or higher that restores hit points to a creature other than themself, they regain hit points equal to 2 + the spell's level. If they are bonded to the creature they are healing through their Emboldening Bond, the Healer can choose to roll their d4 and add the result to both the creature's and their own hit points.
Overheal: At 10th level, a Healer becomes adept at not wasting their healing power. When they casts a spell to restore hit points that requires them to roll one or more dice, any additional hit points they restore over the target's hit point maximum may become stored as temporary hit points.
Protective Bond: Starting at 14th level, the benefits of a Healer's Emboldening Bond now works when the creatures are within 60 feet of each other. Moreover, when a creature affected by the Healer's Emboldening Bond feature is about to take damage, a second bonded creature within 60 feet of the first can use its reaction so that each creature takes half the damage.
Healer Supreme: Upon reaching 20th level, when a Healer would normally roll one or more dice to restore hit points with a spell, they instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, they restore 12.
subclass options:
Death Domain
Grave Domain
Light Domain
Twilight Domain
Level | Proficiency Bonus | Features | Spell Points |
|---|
1 | +2 | | 2 |
2 | +2 | | 4 |
3 | +2 | | 8 |
4 | +2 | | 10 |
5 | +3 | | 14 |
6 | +3 | | 18 |
7 | +3 | | 22 |
8 | +3 | | 26 |
9 | +4 | | 30 |
10 | +4 | | 34 |
11 | +4 | | 40 |
12 | +4 | | 44 |
13 | +5 | | 52 |
14 | +5 | | 56 |
15 | +5 | | 60 |
16 | +5 | | 64 |
17 | +6 | | 72 |
18 | +6 | | 76 |
19 | +6 | | 80 |
20 | +6 | | 84 |