Eli

2 Level (0/900 XP for level-up) Background Human Race / Species / Heritage Alignment
Healer
Level 2
Hit Dice: 2/2
1d8+2 Class 1

STR
13
+1
DEX
9
-1
CON
15
+2
INT
14
+2
WIS
16
+3
CHA
11
+0
17
Hit Points
-1
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
1 / 1
Arcane Channel
Spellcasting ... (Points: 1/4 )
+5 Attack mod
WIS Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
-1 Dexterity
+4 Constitution
+4 Intelligence
+3 Wisdom
+0 Charisma
saving throws
-1 Acrobatics DEX
+3 Animal Handling WIS
+2 Arcana INT
+1 Athletics STR
+0 Deception CHA
+2 History INT
+5 Insight WIS
+0 Intimidation CHA
+4 Investigation INT
skills
+5 Medicine WIS
+2 Nature INT
+3 Perception WIS
+0 Performance CHA
+2 Persuasion CHA
+2 Religion INT
+1 Sleight of Hand DEX
-1 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Spear (one handed) +3 STR 1d6+1 piercing
 can be thrown: range 20/60
Spear (two handed) +3 STR 1d8+1 piercing
 can be thrown: range 20/60
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Guidance 1 action Touch Con up to 1 minute VS
 Notes:You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Radiant Flame +5 1 action 60 ft Instant 1d8 Radiant VS
 Notes:Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
Message 1 action 120 ft 1 round VSM
 Notes:You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

Level 1 Spells 7 slots

NAME AB CAST RNG DUR DMG CMP #
Faerie Fire 1 action 60 ft Con 1 minute V
 Notes:Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
Sleep 1 action 90 ft 1 minute VSF
 Notes:This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. At higher levels: When you cast this spell using 2 or more spell points, roll an additional 2d8 for each additional point spent over 1.
Healing Word 1 bonus action 60 ft Instant V
 Notes:A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At higher levels: When you cast this spell using 2 or more spell points, the healing increases by 1d4 for each additional point spent over 1.
Guiding Bolt +5 1 action 120 ft 1 round 4d6 Radiant VS
 Notes:A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. At higher levels: When you cast this spell using 2 or more spell points, the damage increases by 1d6 for each additional point spent over 1.

Healer


You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

  • When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.

  • As an action. you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.



Desert Child (Desert): You were born and raised in rocky deserts, and are accustomed to high temperatures. You gain resistance to fire damage and are, therefore, less prone to the effects of hot weather (see temperature/weather rules).

Outlander: You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild. You have proficiency in the Wisdom (Survival) skill.
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. You have proficiency with Cartographer's tools. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Features & Traits
Spear
Explorer's Pack
Healer's Kit
Leather Armor
Arcane Focus

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 24, Platinum: 0 Money
Spellcasting
Proficient with: Healers Kit, Herbalism Kit, Cartographers Tools

Languages: Common

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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Homebrew

Healer

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


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Created by

RSudzy.

Statblock Type

Character Sheet (2020)

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