Healer

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Healers are perhaps the premier class at exactly that, healing. The output they can achieve is truly staggering but this comes at the expense of the damage potential of a cleric or druid. If you have a healer this frees up the other usual suspects to focus more on damage or other utility

Role: Spell Support

Characteristics: Divine prepared caster focused solely on healing

Source: Miniatures Handbook

Game Rule Information

The Healer has the following game statistics.

Abilities: Wisdom for casting, Constitution for bulk, and Charisma for Class abilities

Alignment: Any Good

Hit Die: d8

Starting Gold: 5d4 x 10

Class Skills

The Healer's class skills are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis) Spellcraft (Int), Spot (Wis), Wilderness Lore (Wis)

Skill Points at 1st Level: (4 + Int modifier) × 4

Skill Points at Each Additional Level: 4 + Int modifier

Class Features

All of the following are class features of the Healer.

Weapon and Armor Proficiency: A Healer is proficient with all simple weapons, light armor (cannot be metal)

Spells: A healer casts divine spells, which are drawn from the healer spell list. A healer must choose and prepare her spells in advance.

To prepare or cast a spell, a healer must have a Wisdom score of 10 + the spell's level. The Difficulty Class for a saving throw against a healer's spell is 10 + the healer's caster level. Like other spellcasters, a healer can cast only a certain number of spells of each spell level per day. She receives bonus spells per day if she has a high Wisdom score. Healers do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them through their own strength of faith. Each healer must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a healer can prepare spells. A healer may prepare any spell on the healer spell list (see below), provided she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Healing Hands: Whenever a healer casts a spell that cures hit point damage, she adds her Charisma modifier to the amount of damage healed. For instance, if a 5th-level healer with an 18 Charisma casts cure light wounds, she cures 1d8+5 points of damage normally, plus an additional 4 points of damage due to her Charisma bonus. This bonus applies only to spells of the healing subschool that she casts 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 one.

Cleanse ParalysisSu: A healer deals with certain kinds of maladies so often that eventually she can cure them without resorting to a spell. At 3rd level, a healer gains the ability to cleanse paralysis once per day, as if casting a remove paralysis spell.

Cleanse DiseaseSu: At 4th level, a healer gains the ability to cleanse disease once per day, as if casting a remove disease spell.

Cleanse FearSu: At 5th level, a healer gains the ability to cleanse fear once per day, as if casting a remove fear spell.

Cleanse PoisonSu: At 6th level, a healer gains the ability to cleanse poison once per day, as if casting a neutralize poison spell.

Effortless HealingEx: At 7th level, a healer has learned to cast spells of the healing subschool with minimal effort. She may cast such spells without provoking attacks of opportunity. This ability applies only to spells of the healing subschool that she casts as a healer, not to those that she may have by virtue of levels in another class.

Unicorn CompanionEx: When a healer attains 8th level, the deities recognize her devotion and grant her a celestial unicorn companion as her mount and aide. The unicorn, a symbol of healing and purity, serves the healer willingly and unswervingly. Once per day, as a full-round action, the healer may magically call her companion from the celestial realms in which it resides. The companion immediately appears adjacent to the healer and remains for 2 hours per healer level. It may be dismissed at any time as a free action. The companion is the same creature each time it is called, though the healer may release a particular companion from service to gain a companion of a different kind. Each time the companion is called, it appears in full health, regardless of any damage it may have taken previously. The companion also appears wearing or carrying any gear it had when it was last dismissed. Calling a companion is a conjuration (calling) effect. A healer of 12th level or higher may select from alternative lists of companions. Should she select a companion from one of these alternative lists, the creature gains abilities as if the character's level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character's healer level and compare the result with the healer level entry on the table to determine the companion's powers. (If this adjustment would reduce the healer's effective level to 0 or lower, she can't have the companion.) For example, a 12th-level healer could select a lammasu as a companion. The lammasu would have characteristics and special abilities as if the healer were 8th level. (Taking into account the -4 adjustment) instead of 12th level. Should the healer's companion die, it immediately disappears, leaving behind any equipment it was carrying. The healer may not call another companion for 30 days or until she gains a healer level, whichever comes first, even if the companion is somehow returned from the dead. During this 30-day period, the healer is distraught and takes a —4 penalty on attack rolls and weapon damage rolls.

Cleanse BlindnessSu: At 9th level, a healer gains the ability to cleanse blindness once per day, as if casting a remove blindness/deafness spell.

Cleanse SpiritSu: At 10th level, a healer gains the ability to restore a creature to health once per day, as if casting a greater restoration spell.

Cleanse PetrificationSu: At 13th level, a healer gains the ability to restore a petrified creature to health once per day, as if casting a stone to flesh spell.

New LimbSu: At 15th level, a healer gains the ability to regrow a creature's lost or damaged body part once per day, as if casting a regenerate spell.

New LifeSu: Once per week, a 20th-level healer can bring a dead creature back to life, as if casting a true resurrection spell.