Healer

You IDK, do the healing I guess.   You must have a Charisma score of 7 to multiclass into this class.  
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 level
Hit 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 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
 

Proficiencies

Armour: light
Weapons: 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:
  • You have a pool of mana you can use to cast spells equal to 3 times your Charisma modifier plus 2 times your Willpower modifier.
  • You gain proficiency in Medicine.
  • You regenerate half of your mana on a rest.
  • You know basic Elvish
Medical Training 0 Gain the following trait:
  • You gain proficiency in light armour and simple weapons.
  • You gain proficiency in one of Intuition, Lore, Speech.
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:
  • You have a “bank” of hit points you can use for healing. The bank can hold a number of hit points equal to 4 times your Healer level. When you deal spirital damage to a creature, you gain a number of hit points equal to half the spirital damage you dealt into your bank. As a bonus action, you can touch a willing creature and expend points from your bank to heal that creature for hit points equal to the number you expend from your bank.
Hippocratic Oath 1 Gain the following traits:
  • Your mana increases by your Charisma score.
  • Your healing spells all heal an additional d4 per spell level.
  • Your presence encourages others not to attack you; you gain +2 to AC (blind and touch), and +2 to saving throws against damage. Allies within 5 feet of you gain +1 to saving throws against damage. You cannot be targeted by opportunity attacks.
  • You gain +1 to Persuasion.
  • Your spells and weapons may no longer do (direct) harm to others. Any spells and cantrips you have learned that deal damage may be exchanged for other spells from the healer spell list, or you may keep them and use them for other purposes. You may still deal damage through other means, such as environmental hazards. Creatures you summon may still deal damage.
  • You can activate an aura of peace. As an action, you can create an area of 10 foot radius centred on yourself in which all creatures are immune to all damage. Creatures within this aura may not take any action to harm another creature, and a creature that exits the aura may not return to it until their next turn. This aura lasts for one minute and does not require concentration. Once you use this ability, you can’t use it again until you finish a long rest.
Medic 1 Gain the following traits:
  • The mana cost of healing spells reduces by 20%.
  • Healing spells you cast heal an additional 2 hit points.
Spiritual Deadening 1 Gain the following traits:
  • You gain +3 resistance to necrotic and radiant damage.
  • Spells that do necrotic or radiant damage ignore resistance.
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:
  • Any creature that you summon gains temporary hit points equal to your healer level.
  • The speed of creatures summoned by you increases by 1/6 of their base move speed.
  • Creatures that require a bonus action to command can now be commanded with a free action.
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:
  • Gain immunity to either necrotic OR radiant damage (your choice)
  • You deal half spirital damage to creatures which are immune to spirital damage.
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:
  • Each time one of the bonded creatues receives damage, the other takes half as much.
  • Each time one of the bonded creatures receives healing, the other takes half as much.
Perk Name Tier Description
Spirit Savant 3 Prerequisite: Spirit Override
  • You are immune to spirital damage.
  • You deal full spirital damage to creatures which are immune or resistant to spirital damage.
Twinned 3 You can double the targets of a single target healing spell for an additional 120% mana cost.

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