Healer
You IDK, do the healing I guess.
You must have a Charisma score of 7 to multiclass into this class.
Hit Points at 1st level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 + your Constitution modifier
Mana Points at 1st Level: 3 × your Intelligence modifier + 2 × your Willpower modifier
Mana Points at 2nd to 3rd Level: 2d6 + your Intelligence modifier
Mana Points at 4th to 6th Level: 4d4 + 2 × your Intelligence modifier
Mana Points at 7th to 8th Level: 4d6 + 3 × your Intelligence modifier
Mana Points at 9th to 10th Level: 6d8 + 3 × your Intelligence modifier
Weapons: simple
Tools: none
Skills: Medicine and choose one from Intuition, Lore, Speech.
Other: Elvish
Level | Proficiency Bonus | Perk Tier | Other Features | Cantrips Known | Spell Level | Spells Known |
---|---|---|---|---|---|---|
1st | +2 | 1 | Support Discipline, Healing Magic | 3 | 1 | 4 |
2nd | +2 | 1 | - | 3 | 1 | 6 |
3rd | +2 | 1 | Ability Score Improvement | 3 | 2 | 9 |
4th | +3 | 2 | - | 4 | 2 | 11 |
5th | +3 | 2 | Potent Administration | 4 | 2 | 13 |
6th | +3 | 2 | - | 4 | 3 | 15 |
7th | +3 | 3 | Ability Score Improvement | 5 | 3 | 17 |
8th | +4 | 3 | - | 5 | 3 | 18 |
9th | +4 | Ultra | - | 5 | 4 | 20 |
10th | +4 | - | Healer Feature | 5 | 4 | 21 |
Class Features
Hit Points
Hit Dice: 1d6 per healer levelHit Points at 1st level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 + your Constitution modifier
Mana Points
Mana Points at 1st Level: 3 × your Charisma modifier + 2 × your Willpower modifierMana Points at 1st Level: 3 × your Intelligence modifier + 2 × your Willpower modifier
Mana Points at 2nd to 3rd Level: 2d6 + your Intelligence modifier
Mana Points at 4th to 6th Level: 4d4 + 2 × your Intelligence modifier
Mana Points at 7th to 8th Level: 4d6 + 3 × your Intelligence modifier
Mana Points at 9th to 10th Level: 6d8 + 3 × your Intelligence modifier
Proficiencies
Armour: lightWeapons: simple
Tools: none
Skills: Medicine and choose one from Intuition, Lore, Speech.
Other: Elvish
Spellcasting
You regenerate half of your mana on a rest.Potent Administration
Starting at 5th level, healing potions you create or administer heal for an additional d4.Perk List
Perk Name | Tier | Description |
---|---|---|
Support Discipline | 0 | As support, you gain the following traits:
|
Medical Training | 0 | Gain the following trait:
|
Perk Name | Tier | Description |
Blood Bank | 1 | You’ve noticed spells release some wasted energy into the aether upon casting, but you’ve figured out a way to harness and repurpose some of it. Gain the following trait:
|
Hippocratic Oath | 1 | Gain the following traits:
|
Medic | 1 | Gain the following traits:
|
Spiritual Deadening | 1 | Gain the following traits:
|
Summoner | 1 | You prefer to let others do things for you, and (perhaps for lack of friends) you’ve gotten quite good at summoning things to do them. Gain the following traits:
|
Perk Name | Tier | Description |
Empowered Healing | 2 | Prerequisite: Medic You can spend an additional 40% mana of a healing spell's nominal cost to ensure the target is healed the maximum number of hit points. (40% of nominal (5 MP for lvl 1) = 2 MP, added to the 20% Medic discount (4 MP) = 6 MP) |
Inversion | 2 | Add +1 radiant damage to your next attack for every healing spell you have cast since your last attack in the same combat. |
Rebate | 2 | Whenever you receive healing (except from Rests), gain mana points equal to half of the hit points you receive. If the healing was the effect of a spell, you can only receive a maximum number of mana points equal to 80% of the spell's nominal cost. |
Spirit Override | 2 | Prerequisite: Spiritual Deadening Gain the following benefits:
|
Weird Bond | 2 | As an action you establish a bond between 2 creatures you can see within 60 feet. This bond can have the following effects:
|
Perk Name | Tier | Description |
Spirit Savant | 3 | Prerequisite: Spirit Override
|
Twinned | 3 | You can double the targets of a single target healing spell for an additional 120% mana cost. |
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