Fewer choose to travel the path of a Healer than take oaths as Paladins. Members of the Order of the Nightingale, healers comfort the sick and the dying; they mend bones and cure diseases; they provide surcease to those who suffer. It is not an easy life that the healer has chosen, but her rewards lie beyond this life.
Role: Any part fortunate enough to have a healer in their midst knows well this classes role. Her powerful array of healing magics and abilities ensure that they are almost always ready to meet any conceivable threat. A healer may well lack for offensive power, but for keeping the party fighting the good fight she is without peer. Healers only associate with good-aligned groups and will refuse to travel with companions that do not accept and abide by her rules. She cannot stand by and allow her companions to kill those who do not pose a threat—by her lights that is murder; and she cannot—and will not—abide such. But for those who are willing to accommodate the healer’s ethics and morals, they find that having such a potent spellcaster on their side is well worth the cost.
Alignment: Any good.
BAB: Low
Good Saves: Fort and Will.
Hit Dice: d6
Class Skills: Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Any) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill Points per Level: 4 + Int modifier.
Weapons and Armor Proficiencies: Healers are proficient with simple weapons and with light armor. They are not proficient with medium or heavy armor or with any type of shield.
Healers are prohibited by their oaths from wearing any type of metal armor or using shields. A healer who wears prohibited armor or wields a shield is unable to cast healer spells or use any of her supernatural class abilities while doing so and for 24 hours thereafter.
Code of Conduct (Ex): All healers take stringent oaths that require them to freely provide healing to those who are in need. Further, they are prohibited from dealing harm to living, sentient creatures. A healer may defend himself (with non-lethal damage) and he is not forced to stop in the middle of battle to heal an opponent who does not surrender. Against animals, constructs, elementals, magical beasts (with an Int ability score of 1 or 2), outsiders, plants, undead, and vermin the healer is free to inflict lethal damage.
Another sign of their devotion to their oaths is that the healer is prohibited from wearing metal armor or from using any type of shield. Many healers refuse to wear even nonmetallic armors, but their oaths do not strictly require this.
A healer who wears prohibited armor or wields a shield or who inflicts lethal damage to a prohibited creature type is unable to cast healer spells or any of her supernatural abilities while doing so and for 24 hours thereafter.
A healer is forbidden from demanding reward or compensation for healing an injured person. However, many common people will nonetheless reward the healer with what they can spare (there is no prohibition on accepting gifts, only on demanding payment for his services).
A healer must maintain a good alignment in order to continue to advance as a healer. A healer who becomes non-good cannot gain new levels as a healer, but retains all healer abilities.
Healing Hand (Ex): Whenever a healer casts a spell that cures hit point damage, she adds her Charisma modifier to the amount of damage healed. This ability only applies to spells cast as a healer, not to those which are gained from another class.
Touch of Mercy (Ex): A healer may choose to deal lethal or non-lethal damage with any melee weapon with which she is proficient. She does not take the normal -4 penalty on attack rolls for dealing non-lethal damage with a weapon.
Spells: A healer casts divine spells which are drawn from the Healer spell list (see below). A healer must choose and prepare her spells in advance.
To prepare or cast a spell, the healer must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a healer's spell is 10 + the spell level + the healer's Wisdom modifier.
The healer may cast only a certain number of spells of each spell level each day. Her base daily spell allotment is identical to that of the Druid. In addition, she receives bonus spells per day if she has a high Wisdom score.
A healer meditates or prays for their spells. Each healer must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells.
Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spontaneous Casting: A healer may channel stored spell energy into healing spells that she did not prepare ahead of time. The healer can 'lose' any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with 'cure' in its name).
In addition, the healer can spontaneously cast any of the following spells by converting a prepared spell of the same level or higher: remove fear, remove paralysis, remove blindness/deafness, remove curse, remove disease, or lesser restoration.
Halo of Grace (Su): Beginning at 2nd level, a healer can heal wounds on other creatures (but not herself) out to a range of 30 feet. Each day, she can use this ability a number of times equal to one-half her healer level plus her Charisma modifier. With one use of this ability, a healer can heal 1d6 hit points of damage for every two healer levels she possesses (minimum 1d6). She adds her Charisma modifier to the amount of damage healed. Using this ability is a standard action that does not provoke attacks of opportunity.
Merciful Weapon (Su): Starting at 3rd level, when a healer wields a weapon in which she is proficient (including melee weapons, ranged weapons, and the healer’s unarmed strike), the weapon gains the merciful special weapon property, even if the weapon is otherwise not magical in a nature. This property functions only when the weapon is wielded by the healer.
At 14th level, if the healer scores a critical hit with her merciful weapon, she deals an additional 1d10 points of non-lethal damage (2d10 if the critical multiplier is x3, 3d10 if the critical multiplier is x4). This extra damage is not multiplied as part of the critical hit.
Grace (Su): At 4th level, and every two levels thereafter, a healer can select one grace. Each grace adds an effect to the healer's halo of grace ability. Whenever the healer uses halo of grace to heal a creature, the creature also receives the additional effects from all of the graces possessed by the healer. A grace can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the grace actually removes the affliction that causes the condition.
At 4th level, the healer can select from the following initial graces.
Fatigued: The target is no longer fatigued.
Shaken: The target is no longer shaken.
Sickened: The target is no longer sickened.
At 6th level, the healer adds the following graces to the list of those that can be selected.
Dazed: The target is no longer dazed.
Diseased: The healer's halo of grace ability also acts as remove disease, using the healer's level as the caster level.
Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.
At 8th level, the healer adds the following graces to the list of those that can be selected.
Cursed: The healer's halo of grace ability also acts as remove curse, using the healer's level as the caster level.
Exhausted: The target is no longer exhausted. The healer must have the fatigue grace before selecting this grace.
Frightened: The target is no longer frightened. The healer must have the shaken grace before selecting this grace.
At 10th level, the healer adds the following graces to the list of those that can be selected.
Nauseated: The target is no longer nauseated. The healer must have the sickened grace before selecting this grace.
Poisoned: The healer's halo of grace ability also acts as neutralize poison, using the healer's level as the caster level.
Paralyzed: The target is no longer paralyzed.
At 12th level, a healer adds the following graces to the list of those that can be selected.
Blinded: The target is no longer blinded.
Deafened: The target is no longer deafened.
Stunned: The target is no longer stunned.
These abilities are cumulative. Once a condition or spell effect is chosen, it cannot be changed.
Bonuse Feat (Ex): At 5th level, and again at 10th, 15th, and 20th level, a healer may select a bonus feat from the following list: any Meta-Magic feat, Spell Focus (conjuration), Greater Spell Focus (conjuration), Skill Focus (any class skill), or Toughness.
Effortless Healing (Ex): At 7th level, a healer may cast a spell that cures hit point damage without provoking an attack of opportunity. This ability only applies to spells cast as a healer, not to those which are gained from another class.
Immunity to Disease (Ex): At 9th level, a healer becomes immune to all diseases, including supernatural and magical diseases.
Immunity to Poison (Ex): At 11th level, a healer becomes immune to all poisons.
Angel of Mercy (Ex): Staring at 13th level, whenever a healer casts a spell that cures hit point damage on a single target, both she and the target of the spell gain a sacred bonus to armor class and saving throws until the beginning of her next turn. This bonus is equal to the level of the spell cast. This ability only applies to spells cast as a healer, not to those which are gained from another class.
Miracle Worker (Su): At 20th level, the abilities of a healer reach their culmination. Her daily uses of halo of grace increase to her healer class level + her Charisma modifier, and she adds +20 to the hit point damage healed, in addition to her Charisma modifier. The range of halo of grace doubles to 60 feet. She may use cure serious wounds, remove fear, remove disease, and neutralize poison as spell-like abilities an unlimited number of times per day. When a healer casts a spell that cures hit point damage, in addition to the target receiving the healing, she is herself healed for a number of hit points equal to the spell level, plus her Wisdom modifier. This ability only applies to spells cast as a healer, not to those which are gained from another class.
3rd-level: Continual Flame; Create Food and Water; Cure Serious Wounds; Deep Slumber; Dispel Magic; Halt Undead; Helping Hand; Mass Cure Light Wounds; Neutralize Poison; Protection from Energy; Quench; Remove Blindness/Deafness; Remove Curse; Remove Disease; Speak with Dead
4th-level: Anti-plant Shell; Cure Critical Wounds; Death Ward; Dismissal; Freedom of Movement; Lesser Globe of Invulnerability; Magic Vestment; Mass Cure Moderate Wounds; Reincarnate; Repel Vermin; Resilient Sphere; Restoration; Rusting Grasp; Tongues
5th-level: Atonement; Break Enchantment; Breath of Life; Greater Command; Mass Cure Serious Wounds; Disrupting Weapon; Dream; Heal; Hold Monster; Interposing Hand; Raise Dead; Symbol of Sleep
6th-level: Anti-life shell; Banishment; Globe of Invulnerability; Greater Dispel Magic; Heroes' Feast; Mass Cure Critical Wounds; Repel Wood; Undeath to Death
7th-level: Anti-magic Field; Greater Restoration; Mass Death Ward; Mass Hold Person; Regenerate; Resurrection; Sunbeam
8th-level: Mass Heal; Moment of Prescience; Repel Metal or Stone; Sunburst; Telekinetic Sphere
9th-level: Foresight; Freedom; Mass Hold Monster; Miracle; True Resurrection
New Spells
Mass Death Ward
Necromancy
Level: Cleric 8, Druid 9, Healer 7
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. apart
This spell functions like death ward, except as noted above.
Nice work Master Arminas, Can't believe this has laid uncommented for so long! So I felt compelled to Bring it to the light.
I do have a question or two though.
1> how would a healer perceive others in his/her party that don't utilize non lethal damage approach?
2> Seems the Necro spell Mass Death Ward is not in "alignment" with everything else this class would represent. What is the rational?
I would think a "take the pain" similar to The Quintessential Paladin would be more in line.
Glad you enjoyed it. So lets see what we've got here:
1. It varies according to each healer, I'm sure. Some might be militant about it (talk about role reversal!), some might be preachy, and some might simply accept that others have to follow their own code.
2. Well, it is protection from death effects--which fits squarely into the healer's balliwack (in my opinion). Remember, not all necromancy spells are evil.
3. Absorb someone else's damage? As an immediate action perhaps? I like it. I like it a lot.
Isn't that exactly what the Shield Other spell does?
Yes and no, Shield other (in 3.5e anyway) redirects 1/2 of the damage.
The "take the pain " from QP works pretty much the same, except it takes all of the damage. Though if one wished to keep "supplements out of bounds" yours is certainly a viable alternative.
masterarminas wrote:
2. Well, it is protection from death effects--which fits squarely into the healer's balliwack (in my opinion). Remember, not all necromancy spells are evil.
true, but would also depend on the domains allowed is to what I was referring. I, like Argon, lean toward the Death Domain being rooted in Nerull / Wee Jas. I say this basing the Deity / Cleric relationship around alignments. (1step rule)(p30 PHB) It is certainly subjective. And brings a good point.as to why this would not be better classified in the protection domain?
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